Kamelands
Kamelands
K
Kingmaker Kamelands is original and content copyright sets)
of Gremlin Brothers Games LLC. Please don’t replicate
ingmaker
or distribute this without our express permission (this
is how Darkwayne and Batfoot get their coppers).
K
VTT please let me know in the comments. I can update methodology is to kidnap a single character and take
products as needed by the community. them back to his lair. (See Pathfinder Second Edition
amelands
Bestiary, pg. 314)
Twigjacks
A grisly old owlbear hunts the shores of the Tuskwater
and wanders downstream of the rivers that flow from
the lake. The party is likely to find it fishing in deep
pools of the stream. The feathers and claws are worth
6gp. (See Pathfinder Second Edition Bestiary 2, pg. 270)
Blodeuwedd
Random Encounters Blodeuwedds only dwell where the lines between the
First World and the material plane are thin. Note the
area this encounter occurs as it could be an important
This expanded encounter list provides many new spot for the Kingdom. The Blodeuwedd here acts a a
random encounters for the Kamelands. These include guardian to an important portal between worlds. He
the original encounters so you can use one table for appears as an elvish druid and reports his name is
both. Dandrael. Anyone who speaks Sylvan will recognize this
as not an Elvish name. Dandrael guards a portal hidden
Roll Encounter behind a waterfall. The portal is active only when the
first light of a full moon strikes it. Dandrael lets no one
1 Use Table 3 (pg.70 Kingmaker Adv. Path) through that is not of fey blood. (See Pathfinder Second
Edition Bestiary 2, pg. 41)
2 6 Goblins
Will-o-Wisp
3 1 Troll The Will-o-Wisp lives in the basement of an abandoned
farmstead. It only comes out at night unless players
4 3 Twigjacks enter its abode. During the day players will encounter
the house itself but at night the wisp roams the
5 1 Blodeuwedd countryside. Locals and travelers call it the “Friar’s
Lantern”. (See Pathfinder Second Edition Bestiary, pg.
6 1 Will-o-Wisp 333.)
7 1 Wyvern Wyvern
The Wyvern flies over the Kamelands looking for prey.
8 3 Saytr It’s nest is located on a vertical tor in the eastern
portion of the region. (See Pathfinder Second Edition
9 1-2 Living Wildfire Bestiary, pg. 133).
Ghost Commoner
The ghost of Vaughn and Ethelfreefa Laudwig met a
tragic end at the hands of the Kamelands goblin tribes.
They haunt the mist-filled hills and draws, and seek
revenge on goblinkind. Encountered alone or as a pair,
they attack any party that includes a gobin. Otherwise 6. Hot Springs - Thermally heated pools create a
a Religion DC22 will placate their restless souls and great place to rest and attract visitors from nearby.
send them away. The pair was very devout and partial Adventurers can reduce their Fatigued condition by
to Densa and Pharasma. If the party kills goblins and 1 by spending an hour resting here. Once the hex is
brings them evidence the pair will be happy but are claimed these springs serve as a Landmark.
never satisfied. No amount of death of goblins placates
them for long. They make no difference between good
and bad goblins. Ultimately the party will need to put
the pair to rest. (See Pathfinder Second Edition Bestiary,
pg. 167)
Fixed Locations in the Kamelands They occasionally eat people who venture onto their
fishing grounds.
KL3 Lair of the Lizard King The basement of Candlemere has some additions to the
descriptions; You will find a number of light sources
Unforutnately, given the king’s propensity to listen to placed around to add detail and color. You can consider
the will-o-wisp he belives is his ancestor, he will either these to be magically sustained candes and lanterns
have to be convinced it is a fake or or slain before this that go out if moved or disturbed. There are also many
hex can be trated as a village. If he or the will-o-wisp is furnishings, some appear to be valuable. You can
killed, the remaining villagers can rally around a new consider anything the party finds by looking at the map
king - a great warrior named Xeekut. Xeekut is more worth 1d4gp.
amenable to a partnership but he is, at heart, a lizard
and his understanding of human conventions is limited. In several areas the party will find golden
He can make and keep simple agreements until it does Lacrimatories. The cultists put small bottles that
not suit him to keep them. The best use of the Lizard contained the tears of their victims into these hoping
village is to trade for fish with them. In the winter the to please the foul Shuggoth master. The Lacrimatories
lizard folk are sluggish and don’t do much, meaning themselves are worth 7gp each and have a bulk of 2.
they are worthless partners but don’t cause problems. Restoring these to a temple in the player’s setttlement
has the following effects; the cost of building or heatless lanterns that lasts one year. These can be sold
upgrading a temple or cathedral is reduced by 2 RP, and for 1gp each and are created with a Craft DC14.
the Construction DC is also reduced by 2. The presence
of a lacrimatory reduces the cost of Speak with Dead and KL9 LAKE SILVERSTEP
Raise Dead spells by 25% if the tears from mourners at
the dead person’s funeral are in the lacrimatory. A few maps are provided here including one with a
boat, one with two boats (for larger parties) and one
with some sunken ruins. The sunken ruins provide
structure for local fish and are a popular fishing spot as
well as a good place to find Elasmosaurus who come to
the spot to hunt primarily in the morning and evening.
Campsites
KL5 THE MUDBOWL
This supplement provides two campsites. The Badlands
Deep earth mushroom spors have been pushed up camp map looks like a great place to catch some fish!
through the geothermal event, resulting in a wild Subsist checks here can be made at +2.
tangle of glowing fungi around the bubbling mud. In
addition to the rattlecaps detailed in the desprition The hilltop camp is a very nice spot for the party to
(Kingmaker Adventure Path pg. 80) there are some rare hold up. The 20-foot high bluff affords a view of the
varieties of Luminocystis Erythrosphaera - a brilliant surrounding grasslands. A single narrow trail is easy to
mushroom that emits a soft, pulsing glow from its gills. guard. The surrounding grasslands provide little cover.
Its light is said to attract nocturnal creatures and guide Creatures approaching take a -2 to Stealth checks and
lost travelers through the dark. A Nature DC25 will Steatlh DCs.
harvest enough of the glowing spores to Craft a 1d4
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