Saturday, December 31, 2016

Events over the 5 Months of Downtime

As time passes and our Heroes continue to play the roles of Rulers of the fledgling Kingdom of Latveria a number of events begin to take shape. Will our Heroes have the where-with-all to handle everything as it unfolds around them?
The following is a list of events (in order) that take place during the 5 months of Kingdom Building our Heroes partake in... what will they do? (Note: A number of these events happen DURING individual Kingdom Building turns. As such individual players have relieved emails to discuss how the problem will be dealt with... I will include as many details as possible here so that we are all on the same page).



Troll Sightings!! (Likely False Rumors, Month 13 )
A large number of reports have come in from outlying rural areas that Trolls have been sighted in the Southern most parts of the Greenbelt... what started off quietly as a few reports has erupted swiftly into a dangerous situation for Latveria as its common citizens succumb to varying levels of panic and paranoia. Not hours after the first reports became public it was widely accepted that Troll Warbands had been spotted as far North as Nettle's Crossing and as close to the Kingdom as 24 miles...
As of now Flynn has issued a "Dangerous Territory" edict for the area south of Ascension and has asked Rhaegar and Akiros to aid him in dealing with these rumors. Together they have been able to quiet much of the paranoia and avoid a mass panic from the citizens... but unless the rumors are stopped entirely or somehow addressed by Latverias Leaders this could EASILY result in a mass exodus of the Fledgling Kingdom... for fear of Trolls is no small thing in the Rural Country...
Flynns Edict reads as follows:

"To All Citizens and Guests of Latveria,
 Please remember that at this time these rumors of trolls are unconfirmed, as are any deaths associated with them.
 It has come to King Udon's attention that there is at least one giant roaming the region south, but little is known about him or his motives at this time. As a reminder, we have yet to lay claim  to the area beyond Ascension. With or without the rumors of trolls, it is no safer now than it was a year ago. Be assured, that traveling and investigating the area remains our top priority. We strongly encourage travelers and merchants to seek more well established routes for the time being. For those insistent on traveling south of Ascension, please remember that fire (natural, magical, and alchemical) and acid remain the best way for dealing with most troll species."

Approved by King Udon
Drafted by Flynn Mobious Magnimar

**This is an ongoing Kingdom Event and will require some attention as well as Loyalty Checks periodically to maintain control of the situation and prevent mass panic**

Bandit Activity! ( Month 14 )
A small group of Bandits took full advantage of the "Trolls in Hills" situation recently and managed to do a fair bit of damage before being apprehended by The Marshals small rural police forces. The bandits hit a large number of outlying farms, as well as the kingdoms Goldmine before being brought down, costing the kingdom 5 BP in resources. Furthermore, the Bandits using "Attacks by Trolls" as cover has further added to the impending panic, increasing National Unrest by 2.

A Change in Leadership (Month 15)
Over the last 5 months the new comer to Latveria, Pcson, has proven himself not only to be an extremely capable sword fighter (as he proved in his duel against Uldon, Breaker of Men) but also that he has a unique way with words! As such our Heroes have decided that Pcson would take over as Latverias Grand Diplomat, granting a moment of bliss to the overly worked mother of three daughters ( Red Spencer) that previously held that position.
With the change made, we will soon see if Pcson is up to that task as the Kingdom only grows larger it is only a matter of time before relations with other nations neighboring them will become more and more important to Latverias survival.

A Diplomatic Overture  (Month 15)
Not long after his appointment to the position of Latveria's Grand Diplomat Pcson receives word from Esten Sellemius of Restov that his father, Lord Mayor Joseph Sellemius, is impressed with your Kingdoms rise to fame thus far. As such Esten is petitioning on behalf of his father that Latveria and Restov enter into an official Diplomatic Edict to show the mutual respect between your two nations.
After some deliberation, mostly in the form of speaking to Uldon to make sure that he wishes Restov to become official allies, Pcson informs the reest of the Kingdoms Leaders that he has accepted Restov's Diplomatic Overture and that a diplomatic envoy from Restov will be making its way to Ascension to discuss official terms of the Embassy Edict that is to be established.
** Information on Diplomatic Edicts can be found in the Optional Rules section of D20PFSRD.COM under Kingdom Building. Because of the nature of these Edicts as Diplomatic Relations the Kingdoms Grand Diplomat will have nearly full control over these Edicts, though I encourage all of you to look them over so that you can help or make suggestions on how to proceed when it is needed**
** Current Diplomatic Edicts, as well as their type, will be listed in your Kingdom Stats under Edicts**

Adventuring Charters
The influence of The League of Boot and Trail has only grown during its time in Latveria, becoming something of a go to for many of the Kingdoms "Adventuring Sort". Though business that the majority of the Leagues cast of adventures handles is of little import to the Kingdom at large, Karol Crosswater does make it known to our Heroes that the League now has access to some relatively well skilled Adventurers, and that these individuals are available to the Kingdom as Adventurers for hire if Latveria finds itself in need of them.
She introduces the "Adventuring Charter Edicts" into our story, where in our Heroes may hire teams of Adventurers to handle problems that they either don't have the time to deal with or that are just below our heroes skills.
Each Adventuring Charter is set for a specific task and comes at a price of BP determined by the tasks difficulty and the level of Adventurers being hired. Additionally, each charter has a "Stand Alone Fee" clause which means that the standard adventuring rule of "you keep what you find" does not exist. As part of this clause all treasures found or recovered during the course of carrying out an Adventuring Charter is delivered to Latverias Leadership, at which time the charter ends and our heroes can decide to reward the Adventurers with any additional quest rewards for their work.... IF the adventurers earned on that is !
**Available teams of Adventurers will be listed in you Kingdom stats under Edicts**

Rise of Economy
The Kingdoms treasurer reports that Latverias commerce has become very well sustained, in no small part to the abundance of special resources available in The Greenbelt. As such the Kingdom can now support many of its inner workings on its own. This has multiple effects IN game:
1. When dividing your Economy Check total during the income phase to determine BP applied to the Treasurey, you now divide by 3 instead of 5.
2.Kingdom Payroll: An amount of BP determined by the Kingdoms Ruler (minimum 1 BP) is taken  from the Kingdoms earnings each month and added to the "Kingdoms Payroll" INSTEAD of the treasury. Kingdom Payroll will be used to pay individual people that the Kingdom has hired to Operate, maintain, or Run different operations within the Kingdom. Kingdom Payroll will be further detailed to you  in a later post and at the game table.

Slain Townsfolk ( Month 17)
The outlying Farmlands to the North of Ascension have come under siege by some terrifying monster! Already 4 farmers and a dozen livestock have been found brutally torn to pieces in the wake of these attacks and it is obvious that more people will be in danger if our Heroes do not act immediately.
The Rumor Mill obviously harken these attacks back to the Troll Sightings, only adding further panic to that situation, but eye witnesses and family members of the murdered citizens describe the strange creature as some Gigantic Steel Hedgehog... Regardless of whether or not the attacks are in fact the result of some Troll that has wandered to far North or some other wandering creature it is clear that our Heroes must once again gather their might and hunt this menace down!!
** This event takes place immediately before we resume game, thus we will be resuming game DIRECTLY after these reports are delivered to Uldon by the Kingdoms Marshal Rhaegar**
**This event has already cause National Unrest to rise by 2 points due to the Troll Sightings event. If you don't act immediately to hunt down whatever is terrorizing your Kingdom Unrest will continue to grow at a substantial rate!! Proof of this creature defeat is the only way to regain control of the citizenry.**









Thursday, December 22, 2016

RETCON!! : Some additions to Game thus far!

The following are some things that were not described during last session but DID occur! If you would like to have taken advantage of any of the following situations please let me know via email, and we will be sure that you affect the overall outcome!!

A Wild Night

Hrothgar, Slayer of Dragons, King of Numerias Iron Lion Tribe, and Father of Uldon Breaker of Men asswell as his tribesmen were invited to a celebration in Hrothgars honor! The celebration itself was all a machination of Dr.House to gain the Barbarian kings favor for the Kingdom. House partnered with Karoll Crosswater and her League of Boot and Trail to supply the celebration with freshly cooked meats and ales, hire entertainers, and organize gaming tables throughout Ascension.
The barbarians eagerly accepted the free meats and alcohols and very quickly the night itself turned wild. Despite Marshal and Akiros nearly having HEART ATTACKS as the barbarians became more and more intoxicated, there was only minor damage and most of the bodily harm was absorbed by the Iron Lions themselves!
During the night, our heroes were able to see a different side of the Numerians, one that they never really knew was there. The barbarians proved to be amazing story tellers, poets and musicians as each of them demonstrated skills outside those they have in battle. One of their number in particular, a Song Singer called Delvost, spun a tale of his kings accomplishments that very greatly amused all those present!
Ultimately the night was a success, leaving both Hrothgar and his Iron Lions impressed and befriended to Uldons new "Civilized Tribesman".

A Word of Referral

Uldon was approached by Karoll Crosswater and introduced to a man named Earl Erlington. Erlington, a high ranking member of The League of Boot and Trail, had been visiting from the neighboring River Kingdoms. When Uldons family, and very well known father, made an unexpected appearance Erlington saw an opportunity he could not pass up.
He explains to Uldon that for some time now The League has been trying to establish a good foothold in Numeria, so that they can explore the region. However, the harsh wilderness and locals of Numeria has made it very difficult for the League to establlish a base camp without any support from a ruling Tribe....
Erlington asks that Uldon aid him in approaching Hrothgar, Slayer of Dragons, King of Numerias Iron Lions with a business proposition. In exchange for Iron Lions protection within Numerias borders the League offers a great deal of tributes, but Hrothgar is not one to be simply approach by one other than his mighty sons.... 
Will Uldon grant this aid to The League????

Infux of Trade
The Iron Lions of Numeria brought with them a plethora of rare metals, mechanical trinkets and Tribal Lore that the citizenry of Latveria took to with a fervor! The sudden influx of such sought after materials into the Kingdom has greatly influenced Latverias wealth and increased your treasurey by 8 BP!

Friday, December 16, 2016

Campfire Tales with Yosser : The Mad King of Numeria

The tale of Numerias "Mad King" is one of terror, betrayal, and despair. An ever twisting horror story that spirals deeper into the realms of madness than any living man would ever dare to look... so none did. No one really knows the full tale behind this Tyrant of Insanity and much of what we do know comes from those that were alive to witness certain events. What we do know is that The Mad King did not seek power, wealth, or infamy. The Mad King sought only one thing, the destruction of everything we know... and he almost succeeded.
The Mad King was known by many names throughout his life, he was called The Man of Many Faces, Thousand Voices, some called him The Herald of Darkness and even The Sower of Souls. No one name ever truly described The Mad King, and even all of them together barely held the truth of what The Mad King was.
It is said by those that lived to tell the tales that The Mad King could make a man do unspeakable things to people he'd once loved and fought to protect. It was said that everyone around him, even those that tried to oppose his will or that stood against his tyranny, were truly only puppets whose strings ended at The Mad Kings fingertips... a few tales even tell that The Mad King was responsible for the great collapse of the Mendevian government before coming to Numeria, though none can say those tales are true.
It would take a great deal of telling to reveal the whole tale of the one they called Mad, and still more telling to reveal that of the one they called King. I wont tell you the whole tale, for it is also said that to tell the whole of the tale we know would in itself drive the teller into the pits of madness, for The Mad King still listens for his names...always watching.
What I will tell is the seeming end of this tale, how a great number of men, friends and bitter enemies alike, came together to march in war against The Mad Kings puppet armies. 35 years ago now armies from all over the North, men from Mendev, The River Kingdoms, and even Brevoy marched to Numeria to join forces with a young Warlord named Kevoth-Kul.
Kevoth-Kul had done the impossible and united much of what was left of Numerias scattered beaten ad destroyed Barbarian tribes. The Barbarians had given Kevoth the title "Black Sovereign" and it was under that title that he had called for the aid of all the North to send him warriors that he might wage war upon The Mad King and reclaim Numeria. The rest of the North had answered, and armies the sizes of which was seldom seen in history pushed into Numeria under Kevoths banner.
The Mad Kings puppets fell by the Thousands, his corrupt Technic Leagues abandoned him to join Kevoth, his fortresses fell, and his plans came unraveled in front of his very eyes... but it is said that all the while The Mad Kings howling laughter could be heard over the cries of the battlefield. In his madness The Herald of Darkness never knew fear, he only knew power...
Using strength and magic that the world had not seen since the dawn of creation The Mad King summoned Terrible Raving Horrors from different worlds to fell his enemies. The earth itself split asunder to swallow those that stood against him as he cried the name of his Terrible Master. The war was... nightmarish... and even soldiers that survived the same battles often describe completely different events taking place, with different nightmares walking the fields of battle.
Through it all the Free Armies of the North kept fighting. Survivors say it was as if the Gods themselves fought along side them, forever spurring them onward. Many reports from survivors describe seeing what could only have been Mighty Gorum wading through hordes of The Mad Kings Nightmares, or The Dawn Flower herself raining fire and death from the sky...
For weeks the fighting never stopped and 10s of thousands of souls departed the material world, with an end seemingly never to come. Until finally, an end came. The Mad Kings puppets, Nightmares, and terrors from other worlds vanished. The land itself seemed to calm, and suddenly it was over...
Unbeknownst to most that fought in that war, a group of Heroes chosen by the Gods themselves had broken into The Mad Kings fortress to challenge him... and finally they had won.
It is not told who these men and women were, only that they had succeeded, only that they had finally silenced The Mad Kings madness... even so, it is said that if you listen closely enough to anyone that survived that war while they speak, or if you simply speak about The Mad King at all, you can still hear his howling laughter, as he watches chaos envelope our world...
Remember friends, the Mad King is always watching, waiting, in the darkest places of our minds, for a chance to pull the strings of our fate and once again drive our world toward the brink of Madness.

Thursday, December 8, 2016

The Story Continues! : Back into the Wilds!

After an exceedingly long reprieve from the life of an adventurer, as the Charter Bearers devoted an entire year of time to laying the foundations of their new Kingdom, our Heroes finally have the opportunity to step back out into the Untamed wilds of the Greenbelt!
Two young children, apparently orphans arrived suddenly and unexpectedly in the city of Ascension. At the gate the older of the two orphans approached a guardsmen and immediately asked to see " The Big One, and the one with The shiny Thing". Confused the guardsmen took his concerns to Ascensions Warden; Akiros Insmorte. Akiros could only assume the two orphan children were requesting audience with the Kingdoms Rulers, "The Big One" could really only be Uldon, Breaker of Men after all. He ordered the orphans be taken to the cities local Inn "The Trapped Thycrine" to be cared for until the Rulers gave additional orders.
After being informed of the strange situation our heroes made their way to the Inn to find the place in chaos! The children were apparently BEYOND rambunctious and had caused a good deal of trouble already. Seemingly able to produce peanut butter and jelly sandwiches from out of thin air, and much to acrobatically inclined from the guardsmen to keep up with the pair of children had worn 4 grown men and one very irate Innkeeper down to the breaking point!
As our heroes arrived the small girl was busy running circles around two of the men, causing them to run head first into tables, trip over chairs, and smash into each other while trying to catch her! The other child, a boy, was hanging from the inns wooden chandelier and using his feet to fend off the attack of the plump woman Innkeeper who was poking at him with a broom!
Needless to say once our Heroes arrived the situation quickly calmed as Marshal used his commanding voice and presence to bring the children under control.
Flynn was able to quickly determine that the two orphaned children were in fact Pervilash and Tyg-Titter-Tut in human guise! The two fey creatures had come to Ascension at the request of a more powerful fey, a Dryad known as Mistress Tieressa, but had become so fascinated with the world of the Bigginses and this strange thing called a "Sandwhich" that they had momentarily forgotten why they even came here at all. (Though the utter lack of Sand in the SANDwhich confused Pervilash greatly, Why call something by a name if the name is false after all?).
After much questioning (and scolding from Marshal) all of this was revealed to our heroes. Pervilash presented to them an acorn he claimed was given to him by Tieressa, a way for them to transport themselves to her glade.
Eager to final take a break from the UNBELIEVABLE hardships of ruling over a fledgling nation our heroes quickly gathered their gear and weapons, and , after a bit more shenanigans from the Fey with Uldon's arrival at the Inn, used the acorn to transport themselves BACK INTO THE WILDS!

With a flash of green light and a momentary feeling of great unease our heroes find themselves standing in a forest glade, a small pool of water at its center with the blue sky clear above it through the openings of the tress scattered through out. At the bank of the water sat a regal looking creature, a female Fey creature. She sobbed slowly, her tears causing small ripples on the pools otherwise mirror like surface. As our heroes arrive she turns to them, tears still in her eyes lending even more heavily to the look of a maiden in distress, and she speaks with a voice like so many songbirds.
" Please great heroes of the land, the forest is in danger and I have not the power to save it. You are it's last hope..."

Sunday, December 4, 2016

Bounty Reward : The Stag Lord

Each of our heroes receives a monetary reward from the Bounty placed against The Stag Lord by Brevoy.
Each Charter member recieves 750gp as a cut from this Bounty! (Rhaygar is not included as he was not there to aid in The Stag Lords defeat.)

Tuesday, November 29, 2016

Final Preparation: Envoy Revealed!

At one point both Dr. House and Yosser seemingly disappear from Oleg's. They return the morning three days later, dirty from travel and with crimson their faces.
Doctor house throws his arms wide when approached by the other Charter members about where he and Yosser had gone. He happily says;
" We rode out to meet the Envoy on their way here. Not to actually meet them, but to observe them from afar so that we might now what to expect when they arrive! This is what we have learned!":

-The Envoy from Restov is made up of around 20 men, they travel mostly on foot and carry with them 2 carriages, one obviously built for luxury while the other is built to transport a large number of prisoners.
- Of the 20 men only 3 of them bear any likeness to people any of you recognize. ( Yosser drew quick sketches of the men through a Spyglass). With your varying knowledge skills you are able to determine the following information about them!
-Sir Gregory Kastavaeryn: A true Knight and a Venerable man, Sir Gregory has served The Dawn flower as a Paladin for well over 40 winters. Originally from the Nation of Mendev, Gregory retires from Active Military Duty there and came to Brevoy nearly 10 years ago, where he now serves the SwordLords in an Advisory capacity. Sir Gregory had marched in no less than 2 SEPERATE crusades into the World Wound but even so, his most recognizable accomplishment was 25 years ago when he fought in the Wars waged against The Mad King in Numeria...
-Esten Sellemius: Oldest son of Joseph Sellemius, Lord Mayor of Restov, -Esten heads the Envoy Party sent into the Greenbelt. He is a likeable sort for a nobleman and is well liked by most common folk for his fair judgements. Even so, he is a Nobleman, and Their to Restock seat of power. As such he is very calm and calculating, possessing a wide array of skills to both help him survive, and end those that would come against his Family.
Roland Sellemius: Youngest son of Restovs Lord Mayor, Told an is a rambunctious, adventurous young man. He rarely sees the downside to anything and always loves a good tale about things Outside the life of Nobility. Even as young as he is Told an has been well trained and practiced in the Noble Arts.

Saturday, November 26, 2016

New Items Available at Oleg's!

The influx of coins and people into the Greenbelt has once again increased Olegs holdings at the Tradingpost. The following items are now available for purchase:
Oil of Magic Weapon, Scroll of Fabricate, Wand of Spiritual Weapon, Lesser Merciful Metamagic Rod, Ring of Ferocious Action, Ant Haul Belt, Tree Feather Token x2, Potion of Bulls Strength, Grave Salt, Seer's Tea, Origami Swarm, War Paint of Terrible Visage, Formula Alembic

Also, all of your special ordered Items arrive at Oleg's to be purchased!

Story Preparation: What Will You be Doing?

Hey guys! I need to know a few things from each of you before I can continue planning out the storyline of the campaign! Please leave a comment answering the following questions! ( You do have some time, so if you need to do research please do so! If you want to keep anything secret from your allies make sure to leave a comment that has false information and email me with the true info!).

1. Leadership Feats: Which of you are planning on taking ANY of the various leadership feats?
2. Leadership Roles( Kingdom Building): I need to know which leadership roles your character is planning to fill IF you guys are able to earn the Colonization Charter from the SwordLords.

Thanks guys! Be sure to continue to look for more posts!

Thursday, November 24, 2016

The People of the Greenbelt: Key NPC's

Oleg : The owner and operator of Oleg's Trading post, Oleg is a humble man. He has a way with number and figures, aswell as his customers. Likeable, friendly and extremely blunt and to the point Oleg has built a decent living for he and his wife here at the edge of the Untamed Stolen Lands.

Svetlana: Oleg's wife and head cook at the Trading Post, Svetlana is a rugged sort of woman. She loves her husband and will do anything she can to make sure his dreams come true. Svetlana learned to cook at a young age so she has perfected that craft at Oleg's, providing the visitors here good hearty meals. Despite being middle aged she hasn't lost much of her youthful appeal either, yet another reason the customers of the Greenbelt leave satisfied.

Kesten Garess: The Garess family of Brevoy has long held seats of power among the council of SwordLords. Kesten is the youngest son of the family and unfortunately for him he fell for a married woman at a young age. When the scandal was discovered, Kesten decided it best to volunteer for the SwordLords new expedition into the Stolen Lands, rather than face his families wrath. He now leads a small company of guardsmen and is here at Oleg's to regain atleast some of the honor he has lost. Kesten is nobleborn and received appropriate training among Brevorys Aldori Sword schools before he came here, so he is well suited for the role of Watch Commander.

Jhod: A Priest of Erastil, Lord of the Hunt, Jhod has come to the Stolen Lands by divine will, claiming to have been sent here to help restore Erastils strength in the region. Since our Heroes discovered Erastils lost Shrine and cleansed it of its guardians, Jhod has spent the vast majority of his time there, working to retire the Shrine to functioning condition. Jhod is friendly and always willing to give advice in matters of Religion and Belief.

Bokken: A slightly crazed Hermit, Bokken is a unique character, constantly speaking to things that arnt there and making motions with his hands. Despite his apparent mental handicap, Bokken has proven a capable potion maker, and has done many deals with Oleg in the past to keep the Tradingpost stocked with them. Bokken doesn't like "Civilized life" and much prefers to remain on his own in the wilderness.

Auchs : A former Bandit in service to The Stag Lord, Auchs is a human born of giants blood. His extreme size and strength make him obviously useful to those that can control his radically flaring temperament. Auchs may be very dim witted and slow in the mind, but does know what he likes; cooked meat, his Knights and Dragons toys, "Games", and hurting other people.

Akiros Insmorte: A disgraced paladin of Erastil, Akiros was formally a lost man. He found himself here in the Greenbelt working for the notorious Stag Lord until he was inadvertently liberated by our Heroes. Once swayed back toward the path of a righteous man by Marshal, Akiros aided our heroes in over throwing The Stag Lord, risking his own life in the process. Decidedly ready to accept the fate Erastil has played before him, and ready to face judgement for his crimes as a murderer, Akiros now serves Marshal to the best of his ability, all the while hoping that Marshal is right when he says that one day Akiros may once again be able to wield Erastils power for the greater good.

Sunday, November 20, 2016

Trouble at Olegs

The Bandit prisoners at Oleg's are fully aware what awaits them once they are taken back to Brevic Lands... a quick trial, and a swiftly tied noose awaits most bandits. Because they no longer have anything to lose, the bandits have become very difficult to control, the fact that Oleg simply doesn't have the room or man power to hold them all securely lends to their increaseing bravery and bravado.
More than once one of the Charter Bearers has happened upon one of the prisoners attempting to influence Auchs toward escape...
Oleg is very concerned with the safety of the Trading Post should our heroes depart once again into the Wilds before the Envoys arrival. " I simply can't handle em all's with the men I gots... specially the the bigun'...".
Even with Akiros serving as a guardsman for the time being and Auchs seemingly docile for now, the threat the bandits pose should they get lose is still dangerously high... and Oleg wants something done... fast.
When questioned or threatened the bandits are rude and tight lipped. " I'm a dead man anyway, don't expect me to lie down to accept that fate, traitor!" Has been said more than once.

Friday, November 18, 2016

RET-CON: What really happened when The Stag Lord met his end?

After Uldons heroic leap from the second story balcony of the Forts tower, both he and the Stag Lord came crashing through the first story roof and onto the ground. Uldons battle reflexes allowed his mind to recover quickly, but his body was beaten and torn from the battle, he could only watch as the Stag Lord leveled a deadly arrow at his eye at point blank range... Uldon would finally meet his ancestors...
At the last moment the Stag Lords neck errupts in a spray of blood! The mans hands weaken and he drops his bow, one hand slowly lifting to pull a single paper playing card from the gushing wound...
He stares at the card in disbelief, then slowly tracks his gaze upward through the hole above him.
There, on the upper landing Uldon had flung himself from, bathed in bright sunlight from the noon day sun stood the groups new comer! A man known only as doc, in his hand rested a deck of simple playing cards...
Runes flash suddenly to life all over the Stag Lords body, burning a brilliant first blue! The Stag Lord convulses in pain as the runes seem to rip themselves from his body and flow upward into the helm that granted him his name. In another blinding flash the blue fire shoots upwards and wraps itself around Doc! Rather than burn the man though the runes seem to gently caress him as they settle down onto his body in an intricate pattern, and suddenly wink out of existence...
It is thusly that yet another Mythic hero has been born... claiming the Stag Lords Mythic Power as his own!

Wednesday, November 16, 2016

The Story Continues!: Returning to Oleg's after the Stag Lords Defeat!

Besides Akiros Insmorte and Auchs, 11 bandits survived the battle at the Stag Lords Fortress. After officially being taken into custody by our heroes using the Writ of Law given them by the SwordLords of Brevoy the bandits now make their way solemnly once again to Oleg's Trading Post as prisoners.
The people of Oleg's rejoice to see the charter bearers return yet again from a successful trip into the Wilds! Oleg himself is surprised at the number of prisoners they have brought back this time around and expresses worry about the room he can afford to house the prisoners until they are sent of to Brevoy for trial.
After many assurances from both our heroes and Kesten Garess( who has recruited yet more aid in the form of guardsmen for the Outpost), he puts aside his worries and sends word of the new development to the SwordLords immediately.
After discussing with Marshal it is decided that the bandits will be placed under Kesten Garess and used to make final repairs to the Outpost while they are here. Akiros Insmorte expresses the desire to aid Garess as a guardsman to keep the bandits in check until the SwordLords arrive to transport them to Brevoy. The request is granted by Marshal who knows that Akiros is done running from the crimes he has committed. Akiros is also the only one who can keep the large brute Auchs under control while Uldon is away.
Once the prisoners are situated Oleg pulls our heroes aside to discuss a few remaining matters regarding their charters for exploration of the Greenbelt. There are relatively few areas left to explore but it will take at least one week for an envoy from the sword Lords to arrive and assess the progress in the region, so they do have some time.
He reminds them that the following issues still need to be addressed :
-Finish Exploring the remaining areas of the Greenbelt
- Deal with the threat of the reported Tatzylwyrms living in the region
- Deal with the threat of the strange Undead Haunting the Toll Bridge to the Southeast
-Speak to the priest Jhod to see what can be done about cleansing the Stags Helm ( He suggests this AFTER hearing the tale of what transpired at the Stag Lords Fortress).

Furthermore Oleg presents Flynn with a special package he received while at the Stag Lords Fortress. The package need the symbol of Flynn's noble house. ( Flynn will receive a private email regarding this).
Oleg is also ready to take any additional special orders our heroes might have and makes delivery on any special orders that have been made thus far.

Tuesday, November 15, 2016

Against the Stag Lord!: A Lord no More

With yet another successful day of drinking comradary with the bandits inside the Stag Lords Fort, and the sudden arrival of yet another charter bearing explorer from Brevoy it seemed our heroes had finally mustered enough man power to take the Fort for themselves.
After another successful gambit by Flynn Magnamir the bandits where further turned against their Lord when their chef, Fat Nory , was tricked into destroying ALL of the forts food stores and alcohol supplies. Using the confusion the scene caused the next morning, Marshal and the new comer Absolam stole off into the cellar to investigate rumors of an old man apparently held prisoner down there. What they found was a room stocked full with the Stag Lords treasurers and guarded by several creatures!
Unbeknownst to our heroes the room was also magically warded to let the Lieutenants know when it's doors had been breached, naturally this caused troubled surface side for Uldon and Flynn as it seemed they would have to fight the bandits all alone..
Luckily the pair kept a cool head as Uldon feigned ignorance and Flynn delivered a speech regarding the uncaringness of the Stag Lord. Equally luckily Marshal had taken time the night before to befriend the fallen paladin, Akiros Insmorte, how sided with his friends now!
A mighty battle ensued in which all of our heroes were nearly laid low by their opposition. Through the combined efforts of Flynn and Marshals ranged capabilities, Uldons overwhelming presence on the battle field, and Absalom's ability to support them in all areas including magical healing our heroes were victorious! Laying the both the Stag Lord and Devon from Nisroch to their final rest. Auchs was bested by Uldon during the battle and gave up, whimpering for his life, which Uldon spared, and Akiros nearly died from wounds inflicted by the Stag Lord but was saved by Absolams quick reactions and amazing battlefield awareness!
With the Stag Lord defeated our heroes have finally claimed his Fortress aswell as his considerable wealth for their own, not to mention recovering an Erastillian Artifact in the form of The Stags Helm.
What now will they do? Only the gods might know!

Thursday, November 10, 2016

Against the Stag Lord!: Murderous Intent

Upon returning from a " hunting " trip ( really just a ruse to allow our Heroes freedom to say their prayers and prepare spells for the coming day away from prying eyes) our heroes discover that one of their pranks has apparently been successful... dangerously so.
Amidst screams of pain, shock, and outrage bandits please our out of the common room followed swiftly by the broken bloody body of what was once Jex the Snitch. Behind him emerges the large, hulking form of Auchs still holding onto the broken pieces of a large nightstand he had used to crush Jex. The half giant roared in an obvious state of blind rage.
" Auchs calm down!", Akiros's voice carried across the courtyard with authority, though it was obviously lost to the enraged man.
Auchs simply turned his hate filled gaze on Akiros as he drew his large, nail spiked club in defiance.
He charged across the courtyard, barreling threw the bandits in his path like an elephant through a stream and swung his weapon with murderous intent. With reflexes unusual for a man of his age Akiros tumbled underneath the blow, coming up from a roll some 10 ft from Auchs. Akiros's hand fell to the hilt of the longsword at his side, his face like stone, resolute that he would finally be forced to draw the blade.
Then, seemingly for no reason at all, Auchs simply slumped forward his club falling to the ground. He turned to the stunned crowd of on lookers flinging globs of tears and snot from his simple face.
" I telled Em , I telled you all! DONT PLAY WID ME TOYS!!" his voice rumbled with assured demise for the next vilotater of his rules about toys. And it was over. Auchs wiped one meaty hand across his face, doing nothing to actually clean the snot and tears from it and instead smearing them across it, and stalked back into the common room...
Visibly relieved at this Akiros released his sword still un-drawn turning to a couple bandits nearby and ordering them to clean up this mess. " Throw the body over the wall and let the dead claim the fool".
Just like that everyone was left to wonder just what the hell Jex had been thinking touching the big mans favorite Knights and Dragons figurines....

Against the Stag Lord!: Inside the Bandit Kings Fortress

Fort of the Stag: The fortress itself is another ruin left from the last attempted Taldan Colonization of the Stolen Lands. Sitting atop a large hillock on the northern shores of Lake Tuskwater the original structure featured 10 ft high stone walls that surrounded a stone inner building. The inner structure was multi storied with a large tower in it north eastern corner that reaches 3 Stories (36ft).
Much of the original structure has succumb to the decay of time leaving large holes in its walls and roofs.
The Stag Lords bandits have cleared out the rubble and debris from these collapses and have used wood and leather to cover the holes in the roofs.
The collapsed sections of the outer walls has been replaced with a wooden Palisade and 4 20ft tall wooden watch towers have been constructed (one at each corner inside the outer wall).
A large courtyard now functions as the bandits staging and recreation area, where they share meals, gamble, and train with each other in complete safety. The inner structure holds the "common room" where the majority of the lower ranked bandits sleep, kennels for the Stag Lords "hounds" , a large store room for basic supplies, a small kitchen on its ground floors, and a large room that has been claimed as a "play room" for one of the Stag Lords Lieutenants ( Auchs ) on its ground floor. The second level of the tower has been claimed by Devon from Nisroch as a living quarters. The Stag Lord himself has claimed the the tip floor.
A wooden scaffolding has been effected along the out side of the tower for easy access to the upper floors.
Akiros makes his home in a small makeshift hut on the western end of the courtyard, opposite the main building.

What's happened so far?:
Our heroes have already befriended one bandit, a jovial seeming lad named Topper Red. They have also made huge strides towards swaying numerous other bandits by besting some of the Stag Lords Lieutenants at their own games.
Auchs (3rd rank Lieutenant) lost a game of Rock Throwing for the first time in his life against the mighty Uldon who managed the almost inhuman feat of throwing an 800 pound rock over 25ft!
Devon from Nisroch allowed over confidence to get the better of him when he challenged all of the " new comers" to a game of 3 Dragon Ante. A simple tactic of teaming up paired with expertly placed wizardly cantrips allowed Flynn to HANDEDLY best the bandits 2nd ranked Lieutenant.
With the " Bandit Brawl" on the horizon it seems our heroes may get yet another chance to best the Bandit Lieutenants on their own ground as apparently the contest is an open invitation from Akiros (1st Ranked Lieutenant) to attempt to best him in a fist fight to earn his Title (aswell as a sizable pot of 300gp). Rumor says that the man is supremely formidable as only Auchs has managed to even cause him any injuries thus far.
The 4th ranked Lieutenant and master of Hounds Yikory has yet to be encountered... and it seems our heroes own Animal Whisperer Yosser is missing in action aswell... gods know what mischief is taking place in that regard.

Benefits earned thus far: Besting Auchs and Devon at their own contests has earned our heroes a large amount of respect and admiration. Thusly they will receive a +2 bonus/ contest won on the future Diplomacy check to influence the bandits into a mutiny.

Monday, November 7, 2016

Update : Magic Items Available for Purchase in the Greenbelt

Now that our heroes have befriended Bokken, the strange Hermit to the East of Oleg's Trading post, they find that they have access to a large number of new potions! Further, Bokken has offered to provide his wares at a 10% because his new friends delivered to him a large batch of Fangberries!
The following potions can be ordered from Bokken in any quantity and picked up from him within 3 days of placing the order. (Orders of more the 6 potions may take more time to craft).
Further more, Bokken always keeps a ready supply of a few potions in stock that can be picked up immediately upon purchase. They are as follows :
Cure Light Wounds ×2, Endure Elements ×2, and Cure Moderate Wounds

Oleg's Trading Post: Any magical items not currently in stock at Oleg's can be special ordered at Oleg's (Up to a maximum price of 1250gp). Items ordered this way take 1 week to arrive. 
Oleg's has the following Magic Items in Stock and ready for pick up:
Elixir of Vision, Iron Rope, Universal Solvent ×10, Feather Token ( Bird)×3, Nugent of Timelessness, Stubborn Nail, Bookplate of Recall, Cloak of Resistance +1, Bracers of the Brawler, Scroll of Endure Elements ×2, Scroll of Longstrider, Scroll of Goodberrie ×2, Scroll of Invisibility

Tuesday, November 1, 2016

Against the Stag Lord! : Information you have learned so far.

Capturing the 2 bandits alive in the Stag Lords camp and questioning them profusely has revealed a good amount of useful information about The Stag Lord, His Fortress, and his Lieutenants. The information here should be used to plan the Assault or Infiltration of the Stag Lords Fortress. Please feel free to post comments to speak amongst each other in character while making your plans.

- The Stag Lord makes his home in an old Fort built by the Taldan Colonists some years ago. The fort is land based on three sides with the 4th being next to a large Lake of some kind. All of the sides are reinforced with walls and towers making it extremely defendable. There is only one road leading into the fort itself.
- The Taldans built the fort on an ancient burial ground. Anyone approaching the fort from anywhere off of the round disturbs the cursed land and is set upon by ravenous undead. Any encounter with the Undead outside the fort will immediately alert the forts defenders who will aid the undead in killing the intruders.
- Besides the Stag Lord himself the fort currently houses his 4 remaining Lieutenants aswell as around 30 other bandits (Give or take a Couple). From what you've seen the bandits are actually quite well trained  defenders and could pose a large obstacle when encountered in such large numbers, especially from the walls of such a fortified location.
-Because of the number of bandits that flock to the Stag Lords banner it is difficult to keep track of who exactly is working for the Stag Lord. The bandits use a Master Phrase and Answer system to identify themselves as servants of The Stag Lord when attempting to gain entry into the fort. The current master phrase is : "By the fury of St. Gilgamore who calls my name!?" With the answer being " Who in the hell is St. Gilgamore".

The Stag Lord :- A monstrous man and a mean, seemingly permanent, drunk the Stag Lord is feared, loathed and respected by all those under his banner. A deadeye with a Longbow the Stag Lords servants seem to think the man blessed by Old Deadeye himself and many claim to have seen him do impossible things. It's also rumored the Bandit Kings stylized Stags Helm is actually the mans face! Half of what he used to be and never right in the head the Stag Lord maintains his power through brutality and fear. He remains unchallenged however as apparently even drunk out of his mind the man still has a great deal of fight in him.
Yikory the Master of Hounds:- The Stag Lords 4th ranked Lieutenant Yikory maintains the Stag Lords collection of "Hounds". He is the master of 8 of the creatures as of now and they are all housed within the fortress. Yosser Wilcryn has determined that these hounds are Domesticated Thycrines, which are dangerous pack predators in the wild.
Auchs:- A lumbering lumox of a man and the Stag Lords 3rd ranked Lieutenant Auchs is rumored to have Giant Blood in him. He is overly simple minded when it comes to any subject except cruelty as he delights in the sounds of sobbing and cries of pain that come from victims of his "Interrogations".
Devon from Nikras:- Second ranked Lieutenant and Deadly feared for his mastery of swordplay Devon has been with the Stag Lord for over a year now. He is definetly a wierd sort of man but noone questions his words, especially since Auchs seems to be willing to crush any man Devon becomes unfond of.
Akiros :- A fallen holy man of Erastil, Akiros came to the Stag Lords camp a mere 4 months ago. His cunning and prowess as a brawler have seen him rise quickly to the 1st rank among the Stag Lords Lieutenants ( much to the annoyance of Devon). Akiros seems a quiet sort normally but in battle seems to have a death wish. Niether bandit interrogated has ever seen him draw the longsword he wears on his side, nor has either ever seen the man ever take notice of any injuries he has received in his battles.
Through Knowledge History the PCs learn that Akiros is from a Southern land where he once served Erastil as a paladin. He was well loved and respected until one day a woman stepped forth and accused him of forcing himself on her! In a fit of rage Akiros struck her, killing her in one blow. To escape he also attacked the man that she had brought with her as witness, beating him to death before fleeing into the wilderness to bear his shame.
Old Man Locked in the Basement :- Apparently the Stag Lord keeps and elderly man locked in the basement of his fortress. The bandits dont know who this man is but one thinks that he is the power behind the throne... looking into the mans eyes he said showed him what true terror was...

Loot Lists: Forward Bandit Camp

The following is the loot List for the Bandit Camp ran by Kessler ( One of the Stag Lords 5 Lieutenants). Remember that when selling gear or items the GP value is cut by 50%.
6 Longbows, 4 Short swords, 4 Longswords, 2 Short spears, 80 Arrows (Claimed by Marshal), 142gp, 12 Sets of Studded Leather Armor, 2 MWK Handaxes, 8 Daggers, +1 Returning Handaxe, 2 Potions of Cure Light Wounds
Aside from the gear carried by the Bandits there are a number of Mundane Supplies that can be sold to Oleg for a total of 500gp. Amongst those supplies the Bandits had also hidden a few pieces of their personal loot from Banditry as follows:
321sp, 178gp, A pair of Silver Earrings (150gp), An Expertly crafted Music Box (90gp), 3 Crates of Furs and Hides (50gp/each), and a well polished Dark wood Case containing 12 Bottles of a Dark Green Liqour. Each bottle is designed with a silver pourspout in the shape of an open mouthed Stags Head. ( This shipment of Liqour is for the Stag Lord, and he expects it within 7 Days).
The clothes and gear gathered from the camp provide a +7 bonus on any disguise checks to appear as a Bandit.

Tuesday, October 25, 2016

Loot List: Sootscale Tribes Homage to The Saviors

Aside from the mass amount of useless, invaluable trash that Sootscale Kobolds have within their treasure horde you are able to sift through the mess to uncover a number of Valuable Items:
7,430 cp, 2132sp, 312gp, A heavy Steel Shield shaped to resemble a Roaring Lions Head, 7 +1 Flaming Arrows, A soiled pair of Boots of Elven Kind, a rotting leather sack.
The sack contains the items stolen from Oleg's by bandits upon our heroes arrival and contains the following: 321sp, 249gp,13pp, a plain Bronze Wedding ring set with a single pearl (Svetlana's Wedding Ring), and a single dose of Dust of Illusion. My You also recover TARTUKS personal gear: Mwk Cold Iron Sickle, Bracers of Armor +2, A wand of Magic MISSLE (CL 3, 38 charges), A magnificent Topaz (500gp), and TARTUKS journal (Detailing his life as a Gnome cursed to live as a Kobold). The journal also hold a single scroll of Fly (which TARTUKS planned to use to commit suicide once he grew tired of living).
The Map inside TARTUKS Journal reveals locations in the West marked Grand Hog and River Dragons. You conclude that these areas likely are homes to Risk gutter and the Taetzylwyrms ( both of which have sizable bounties on them at Oleg's Trading Post).

Monday, October 24, 2016

The Story Continues: Returning to Oleg's

After defeating Erastils guardian and gaining Mythic Power our heroes decide to return to Oleg's Trading post for a few days off before continueing their exploration of The Greenbelt.
Upon arriving back at Oleg's they find that Kesten Garess and the guardsmen he brought with him from Restev are nursing wounds that they have received from some sort of battle. When question Kesten explains that he and his fellow had traveled to a patch of land southwest of the Trading post at the request of Svetlana(Oleg's wife). She was looking to make her husband his favorite dish Garlic Red Reddish stew, the area of land that Kesten traveled to was apparently the best place to gather Red Radishes. Once the group arrived at the wild reddish patch though they were set upon by Kobolds. The guardsmen fought of these kobolds easily enough ( taking minor injuries)but a few managed to escape. When they arrived back at Oleg's Kesten asked one of the trappers in there to track the kobolds down. T hat was earlier this day, he expects the trapper to return within 3 days with a report.
Oleg himself is delighted to see our heroes! Apparently the increased foot traffic they have brought with them when word of their exploration spread has increased the Trading posts holding substantially! Oleg can now offer any non item up to a max price of 500gp immediately. Magical items are still rare in this region but Oleg is hopeful this will change soon! He DOES have a small number of magic scrolls available for purchase currently (a gift from Jhod, which he acquired on his travels here) so the heroes can purchase up to 5 scrolls of first level spells and 2 scrolls of second level. Oleg also reports that the explorers may find use in the Magic Potions brewed by Bokken to the southwest. He explains that Bokken is a hermit that has lived the are for a long time and occasionally visits Oleg's to barter for supplies. (Oleg marks the location of Bokken shack on their map).
Jhod (Cleric of Erastil) is excited for our heroes return aswell and quickly asks them if they have found Erastils shrine. After hearing the tale the Heroes tell of this exploit Jhod suddenly treats all of them with reverence claiming they have obviously been blessed by the Gods themselves. He begs our heroes that when they find the time they could escort him to the Shrine itself so that he may take up the mantle of Keeper there. He also tells them that he will always offer them access to his healing magics FREE OF CHARGE for life.

** You will all have atleast 3 days of downtime at Oleg's to Restock, refresh, make special orders on iTunes (includes magic items up to a value of 1200 go), and do whatever else you find needs to be done here! We will be picking up next game at the end of your down time!**

Sunday, October 23, 2016

Making a Mythic Character

(Michael, this will apply to your character aswell but we will need to discuss HOW your character completed his Moment of Ascension via Talk or Email!)

Now that all of you have survived the Moment of Ascension you have gained your 1st Mythic tier! Mythic tiers are tracked seperately from your actual character and class levels. To gain more Mythic Tiers you will need to complete Mythic Trials (Tests of your abilities that are akin to the tales of Beowulf and Hercules).
Now that you have gained Mythic Tier 1 you have unlocked a number of specialized abilities that mark your characters as true heroes whos actions and deed will greatly influence the history of the world around you.
Firstly, there are some general Statistics that all Mythic heroes gain upon reaching Tier 1. These are listed here:

Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitutioncheck. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. 

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is animmediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

These abilities are your "Base" mythic powers you all gain once you reach you first Tier! You also gain ONE MYTHIC FEAT!
In addition to these abilities you will each need to chose Which mythic Path you will follow. Once chosen you can never change your mythic Path. Each Path will grant you a number of additional abilities for free AND allow you to chose one Mythic Path Ability (This ability can be chosen from EITHER the Path Specific Abilities list OR the Universal Path Abilities list, which ALL paths have access to.
For a description of each Path and the abilities it grants you will need to visit D20pfsrd.com. In that sites side bar you scroll down to find the Mythic Listings. This listing will have all of the information you need to finish creating your MYTHIC character.

Good luck guys! Be sure to contact me directly with any questions you may have or for special requests!

Friday, October 21, 2016

The Stuff of Legends

With the help of some very intuitive Fey Creatures ( A faerie dragon named Perlivash and his consort Tygn-Titter-Tut) our heroes were finally able to piece together the mystery surrounding Erastils lost shrine.
Using Natural Sunlight Marshal and company discovered etchings inside the shrine that described a particular tale of the shrines downfall, aswell as a Prophecy from Erastil himself.
The story described an aging high priest that once watched over this place. In the failing days of the Taldan colonization of The Stolen Lands (Some Thousand or so years ago) the High Priest beseeched Erastil to save the people from the terrors the Wilds had brought upon the settlers. When the settlers continued to be pushed back by the untamed Wilds the High Priest lost faith in his Lord and began to seek help from other, darker powers. The high priest began to sacrifice helpless animals at the Shrine of Erastil, trying to entice these dark powers for their aid. What he received was far from aid, as the wrath of the Lord of the Hunt fell upon him with a fury.
Erastil cursed the man to live forever as one of the animals he had sacrificed ( A grizzly bear). Erastils curse would never allow the man to leave the shrine but keep him alive through the ages to suffer for his crimes.
Unbeknownst to the cursed High Priest, Erastil decreed that he would serve another purpose... one far greater than any could ever know.
The prophecies for told that a great evil would one day fall across these lands and threaten to drag all life to oblivion. In these times Erastil predicted that worthy champions would reveal themselves. These champions would be the only light against the tide of darkness engulfing the Stolen Lands like a rogue Sea.
As such, the cursed priest in his bear form became the immortal guardian of this shrine, and the shrine was hidden away from mortal eyes. It would remain hidden until such a day that those worthy stumbled upon it and defeated it's immortal guardian. Simply defeating the cursed bear would never be enough of a test though, so Erastil decreed that after its death it would rise again every seventh day with new found power to hunt its killers until it ultimately destroyed them or the Worthy proved themselves and finally found a way to put the creature to its final rest.

After solving the Mystery of the immortal guardian and Receiving the Blessings of Erastil from his alter of Pilgrimage. Our heroes stood one final time against the shrines guardian as slew him once and for all.
After the battle the heroes found themselves flooded with some of the creatures Strange power. Each was given a strange vision of a fortress to the South on top of which stood a man wearing a strange helm stylised in the likeness of a stag...
Our heroes have seemingly stepped into a world greater than themselves, and find that destiny is calling them to do remarkable things... apparently a darkness comes, and with these new found Mythical abilities Uldon, Marshal, Yosser, and Flynn have become the light that will either shine through it or be snuffed out in its fury...
Who knows why these people have been chosen, and only the gods can say what further aid they may receive in the form of new Allies... Though our hero's do not fully understand why they have been chosen they do know one thing, the next piece of the puzzle lies somewhere in the south, at the home of a man that can only be the mysterious Bandit King named ... THE STAG LORD.

Sunday, October 16, 2016

The Story Thus Far

(***** will indicate an addendum or change to the story thus far)

After recieveing Special Charters from the Sword Lords of Restev in the nation of Brevoy 5 Intrepid adventurers have made their South into the untamed wilds of The Stolen Lands!
Just one of 5 special groups designated to explore these Lands the adventures charter has taken them into what is known as The Greenbelt, a heavily forested area in the northern most parts of the Kameland (Northern Stolen Lands).
When the Adventures first arrived they made their way to the only established Outpost within 100 miles , a Trading post called OLEGS. The Outpost is run by an older retired hunter named Oleg Tentahill and his wife Svetlana. Oleg has never been fond of the SwordLords and thus was very offended when he was first informed that Restev was sending envoys to once again tame the Wilds of the Greenbelt. His attitude abruptly changed however as unexpectedly the Outpost was set upon by bandits within hours of the first Adventurers arrival!
After witnessing the skill with which these new explorers organized a defense and drove away the bandits Oleg decided to put aside his pride and fully embrace these new heroes!
The scholar mage Flynn, A stout Shield bearing man named , A holy man of Erastil called Marshal and their Apparent leader (A beast of a barbarian named Uldon) quickly became the most Important people in Oleg's long life.
**** Svetlana (Oleg's wife) is a loyal women and loves her husband, thus she never attempted to have an affair with any of the PCs****
After Updating his new Allies on what is happening within the Greenbelt they were ready to explore!
**** Oleg has explained the following things to you all as being immediate problems in The Greenbelt Area.
-THE bandit problem here has become much worse as the bandits have become much more organized in the last Year or so. Rumor has it that they have fallen under the Banner of A new and Powerful Bandit King. A man referred to only as "The Stag Lord"
-THE Greenbelt has always been home to a tribe of Kobolds. They have never been a problem before but recently something seems to have riled them up a great deal. If the PCs could investigate and handle the Kobold problems in the area in would be very beneficial for the area. He also informs you that the SOOTSCALE tribes Lair is located to the South East of the Trading Post.
-A particularly Vicious boar named Tuskgutter has been plaguing the areas hunters and trappers. The hunters are offering a Substantial reward to anyone that can kill this foe.
-Somewhat of a local Legend the creatures known as Tsylukinwyrms are rare in the area. They are strong foes and their heads are said to be powerful bringers of good luck and fortune. Oleg will pay handsomely if the PCs encounter one and can bring him an intact head.
-THE last bandit raid was costly but the most important thing they stole was a wedding ring that Oleg used to propose to Svetlana. Though his wife maintains this is no big loss Oleg Offers to Pay for the rings return if the PCs recover it.

After a bit of Exploring the Adventurers return to Oleg's to find that more people from Restev have arrived in the Greenbelt to lend their aid.
Kesten Garess: Kesten is a disgraced noble that volunteered to lead the party of guardsmen that were sent to reinforce The Trading Post. He has explained to the heroes that he is here to help in what ways he can and seeks mainly to redeem his name against the shame he bears ( A sordid affair gone sour). **** He's not gay****
Yosser Wilcryn: A quirky unique Gnome with an astounding affinity for animals and knowledge. Yosser also bears a charter from the SwordLords but was unfortunately delayed in his arrival. Yosser has a wide array of skills and abilities to aid the Heroes in their quests the most useful of which is his small ability with healing magics.
Jhod Kavken: A traveling priest and Hunter of Erastil. Kavken originally stated he came to the Greenbelt because he had heard of the expedition into the Savage Land and came to help spread the word of Eratil. However, Flynn had heard of the man before (knowledge Local) and informed Marshal that the man had been exiled from his home by the Order of Erastil and all but excommunicated for an unfortunate crime. He had led a Lynch mob against a man in his home town he believed to be a Werewolf behind a series of grizzly murders... only after the man's death was the real killer revealed.
After Marshal confronted the man he admitted the stories truth and explained the real reason he had come here. He claims to have been given a vision by Erastil, he says that in a dream he saw a lost temple deep in the woods abandoned and forgotten, but also bearing a terrible secret. Jhod claims that when he awoke from his dreams he felt a calling to go south. He obeyed and arrived at Oleg's where the calling suddenly stopped. Jhod begs the Pcs to forgive his lies and be on the lookout for such a Temple in the Wilds as they explore.
**** Jhod is not hoity toity, and is instead humble and ashamed of what he has done. He truly seeks forgiveness and wishes only to continue to serve Erastil however he can. He did not ask Marshal to kiss his ring!****

Armed with new information and a new Ally the PCs set back out to explore!
**** THE strange occurrences with the "Predator creature did not take place. That part is being Ret-Conned****
Through their exploration the PCs have found many interesting things INCLUDING a strange Boggard ruling a kingdom of his own AND most strangely of all a lost Temple of Erastil, fully matching Jhods descriptions... at the temple they encountered a Large bear guardian that seemed overly interested in killing Marshal... the PCs defeated this guardian and reclaimed the temple! Or, have they? Is that really the end of the tail for this Lost Temple to the God of the hunt? Or is it really only the beginning of a much greater story??
**** There was NO sense of calm after killing the gaurdian. Though corpse did still turn into that of an elderly human man and then to dust and blow away****