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Kamelands

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Jack Brightwell
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0% found this document useful (0 votes)
235 views8 pages

Kamelands

Uploaded by

Jack Brightwell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Kamelands

CREDITS Writing Will Henson (Batfoot)


Cartographer Will Henson (Batfoot)
Design, Edit & Layout Will Henson (Batfoot)
Art Credit Wayne Reynolds (Cover), Figu design (paper

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).

Kingmaker Kamelands © 2023, (Gremlin Brothers


Games). All rights reserved. Paizo, the Paizo golem
logo, Pathfinder, the Pathfinder logo, Pathfinder
Society, Starfinder, and the Starfinder logo are is the classic adventure path from Paizo
registered trademarks of Paizo Inc.; the Pathfinder P - now reborn as a Second Edition mega-campaign.
logo, Pathfinder Accessories, Pathfinder Adventure, This book is your companion to high adventure.
Pathfinder Adventure Card Game, Pathfinder Adventure
Card Society, Pathfinder Adventure Path, Pathfinder In this supplement we explore Kamelands and the in
Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, greater detail, adding to the random encounters and
Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder giving ideas for empty hexes as well as adding some
Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying new maps. In your downloads you get:
Game, Pathfinder Tales, Starfinder Adventure Path,
Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder = 2 Campsite Maps (Badlands and Bluff )
Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying = KL2 The Scythe Tree (with bonus Animated Map)
Game, and Starfinder Society. = KL 3 Lair of the Lizard King
= KL4 Maps of Candlemere Island / Basement
This work is published under the Community Content = KL5 The Mud Bowl
Agreement for Pathfinder Infinite and Starfinder = KL6 A Cry for Help
Infinite and the Wizards of the Coast Open Game = KL9 Lake Silverstep
License (see Legal section at end). Some artwork in
this publication is copyright Paizo Inc. and is used with
permission
These maps come with Foundry VTT and Roll20 ready
files, various grid and gridless versions, plus some 11 Werewolf
bonus maps and other goodies.
12 1-2 Ghost Commoners

Importing VTT Maps Goblins


This encounter includes four Goblin Commandos, and
Each Foundry and VTT map comes with a script that two Goblin Pyros. This small nomadic group is not
allows you to import the map’s lights and walls. These associated with the Greengripe goblins. They could
are .txt files for Roll20 and .json files for Foundry. point the party to the village if defeated but spared.
When encountered this particular band has just killed
To import into Foundry: https://www. two deer and strung them up for skinning. They are
dungeonalchemist.com/import-to-foundry Hostile unless the party contains a goblin, in which
case they begin as Unfriendly. (See Pathfinder Second
To Import into Roll20: https://www.dungeonalchemist. Edition Bestiary, pg. 181)
com/import-to-roll20
Troll
If you buy any of my products and want a different This Kamelands troll is particularly wicked and enjoys
export format such as Fantasy Grounds, or Universal tormenting victims as cruelly as possible. His typical

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).

10 1-3 Giant Mantis Saytr


A group of three loutish Saytr are engaging in a bout
of drunkenness around a roaring fire. When a party
approaches they bid them to join. First they offer them
some Sylvan wine. If players refuse they use Charm
Empty Hexes in The Kamelands
and Suggestion to get them to comply. You will want
to make saves in secret for the party and if most of The map of this region contains many empty hexes.
them fail simply make it seem like the Saytr are good When you need something to put in an empty hex you
creatures that want to have a good time. The Saytr may can use this table to add depth and detail.
use their pipes to cast Paranoia or Hideous Laughter on
PCs that are especially rude or non-compliant. In the 1. Mammoth - A herd of Mammoth have made it to this
end the three really only want to have a good time but area from the realms further north. This smaller herd is
it’s likely the party will be Fatigued the next day if they unique to the area and can be domesticated with some
stay up too late. Feel free to have these three (Faunus, effort. A Gather Livestock action in this area is a DC30
Philocoetes and Priapus) as recurring characters. They but yields 1d4 mammoth which can be put to work as
are prone to cause problems in the long term selling mounts, or workhorses.
wine to locals, getting locals to engage in too much
revelry, charming local officials and otherwise treating 2. Stone Quarry - The hex contains a quarry suitable
settlements as their personal fraternity. Keeping them for harvesting stone. When a Worksite is established
in line requires a Nature DC20 or they cost -1d4 RP in here. Stone Commodities can be harvested here at
lost production. (See Pathfinder Second Edition Bestiary, double the usual rate.
pg. 284).
3. Canal - The hex contains the remains of an old canal
Living Wildfire or irrigation system that runs to the nearest river or
The party reaches a patch of burnt ground destroyed by lake. The waterway can be restored for half the RP it
wildfire. The area is inhabited by 1-2 Living Wildfire; would be required to build it and provides effects as if a
these creatures were drawn to the fire that happened river were in the hex.
earlier this summer. They see this area as their own
and attack to drive any intruders away. (See Pathfinder 4. Landmark - A great tor rises from the earth a
Second Edition Bestiary, pg. 149) hundred feet in the air. This serves as a landmark but
could also be a Fortifiction if double the normal RPs
were spent to tunnel up from the bottom and clear the
Giant Mantis top. The areas is big enough for a Tower with enhanced
1-3 Giant Mantis have hatched in this area. The statistics (AC25, HP5).
large and predatory insects are hungry and are eating
everything in sight. (See Pathfinder Second Edition 5. Thornhollow Keep- The ruins of a small and
Bestiary, pg. 233) crumbling in the middle of a small lake. The keep is in
disrepair and requires a bit of upkeep. It can be restored
for half the normal RP. The surrounding lake keeps
Werewolf Thornhollow Keep safe from seige engines.
A traveling trapped name Mathewsis encounters the
party as he checks is trap lines. He requests to join
them to camp for the night. At night he becomes a
werewolf around midnight. (See Pathfinder Second
Edition Bestiary, pg. 330)

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.

KL2 Scythe Tree


KL4 Candlemere Island & Basement
Several maps of the Scythe Tree’s abode are provided;
the grove in which the wicked tree lives is surrounded Candlemere Island lies at the south edge of Tuskwater
by a thick copse of dead trees perpetually ringed in fog. lake. The high-rising island sits a quarter mile from
The foot of the tree is littered with bones of the many shore. Strong westery winds are common in the
who have died by its hands. Some have wandered here afternoon kicking up three-foot seas from about three
on their own and others left as sacrifices by goblins, to six PM. If the party does not have a boat, fisherman
bandits and evil fey. A Religion or Society DC22 will are common here in the summer and many make camps
recognise some of the bones show signs of having along the lake and would transport the party across the
been left tied up. The tree can be placated with a living lake for 1gp. They can also tell tales of the place being
sacrifice of any type (humanoid or animal) medium size “haunted” but can’t provide more information. Enough
or larger once every three days before it ventures out to questioning about the rumors and a Nature DC25 will
hunt on its own. intuit the presence of a will-o-wisp.

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.

At night, the Elasmosaurus spend time resting on


the surface in lake shallows. They don’t hunt but are
attracted to splashing and commotion and lights on the
shores. Local fishermen know to keep their campfires
and songs at least fifty feet inland from the shoreline.
They refer to the creatures as “voden drakon” (water
dragon).

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
LEGAL INFORMATION symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other
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distribute this without our express permission (this or supernatural abilities or effects, logos, symbols, or
is how Darkwayne and Batfoot get their coppers). graphic designs; and any other trademark or registered
None of this product is Open Game Content except as trademark clearly identified as Product identity by the
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