Into The Wilderness
“South of Rostland, the hills rise and forests bloom into a land that has long remained wild, despite numerous attempts by colonists from both north and south to claim and civilize it. Taldor made the most ambitious attempt to settle this realm, but even that great nation failed to tame the wilderness that lies in a green swath between Brevoy and the River Kindoms proper. This region is known as the Stolen Lands, as the wilds are viewed as territory unfairly claimed (and lost) by the other. It has lain fallow for decades since the previous attempt at colonization, and some whisper that the time is ripe for another attempt.
Yet before the Stolen Lands can be claimed, they must be known. Old ruins, monuments to previous failures, dot the landscape, home now to all manner of savage humanoid tribe and ravenous glowering monstrosity. Bandits and barbarians are the closest thing to civilization an explorer can expect to encounter in these deadly but beautiful wilds.”
~from Tadan historian Gustav Devarr’s “Kingdoms of the Lost”
The Stolen Lands encompass an area that covers approximately 35,000 square miles—a territory about the size of the state of Maine. The map of the Stolen Lands is presented on the next two pages in a much-reduced size—this is to give you a good look at how the four main regions of the Stolen Lands connect. Each volume of the Kingmaker Adventure Path focuses on a specific region in particular, with full-page maps of those regions appearing the appropriate volumes. These four regions are briefly summarized below.
A single hex of land represents a distant of 12 miles across (between opposite sides) and covers approximately 125 square miles of area. These hexes provide a way to help define the land, aid in tracking travel through the territory, and define the territory the PCs would rule in a game centered around kingdom building.
Exploring the Stolen Lands
Presented on the following pages are rules for exploring, claiming, and keeping control of a large tract of wilderness. Although specialized for use in the Kingmaker Adventure Path, you can use these rules and guidelines for any exploration-themed campaign.
Order of Exploration
The following are the order of events when moving through and exploring a hex.
1. Roll to Navigate
2. Enter the Hex
3. Roll for Wandering Monster
4. Discover Landmark Site
5. Explore Hex
6. Map Making
7. Discover Standard Site
8. Roll to Discover Hidden Site (Varies)
Rewards of Exploration
For each fully explored hex the party earns and can make a map making check to increase the value and quality of the map that they have been chartered to make by the Sword Lords.