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Crown & Conquest
Crown & Conquest
Author: The Horizon
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Description
In the wild and untamed Stolen Lands, a motley fellowship of heroes gathers to carve out a new kingdom. Through shrewd diplomacy or the might of arms, they strive to build their legacy. Join us in the grand chronicle of this fledgling realm in the Pathfinder: Kingmaker 2e adventure path!
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28 Episodes
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Following a rough combat with plants, the crew heads down the Little Sellen River, hoping to get some R&R and learn a new recipe or two, only to run into some strange creatures who tell them an interesting story about a new player in the Stolen Lands.
Between Lake Silverstep and the Little Sellen River, a dangerous land teeming with forests, ravines, and mountainous terrain, the party finds themselves trapped constantly watched by opportunistic thieves and strange creatures alike.
With the kingdom set for the next month, the party heads out to explore more of the Stolen Lands only to be paused by the arrival of a friend of a friend and a change that may affect their composition for the foreseeable future.
Now recovered from the island and its haunted tower, the party focuses on taking the next steps for the kingdom, which includes the most important part of their charter: navigating the complexities of Indefatigaria from the seat of power in Stagfall.
Giant globs of flesh, mouths, and eyes attack the party, creating a dire situation for all. Only cunning and strategy can help them escape the maw of the grotesque creatures and investigate the pile of soot near the south wall of the tower's lowest floor.
Unafraid of the lurking structure in the middle of the clearly haunted island, the party heads down into the tower only to find that the occupants who remain are like nothing they have encountered before.
With Stagfall basically running itself and the party headed south for some much-needed adventure, a new friend gives them a task to find some mushrooms for her concoction. Ready for anything, the crew readily accepts, because, after all, what harm could harvesting mushrooms bring?
As the party settles into the daunting responsibilities of ruling Indefatigaria, they find that leadership is anything but ordinary—balancing governance with chosen errands that pull them from the capital, including finding more residuals of the Stag Lord's reign, making curious purchases, and investigating a suspicious scarecrow in the countryside.
In their first month as rulers of Indefatigaria, the party faces their first true challenge—not from rival lords or marauding beasts, but from within, as a string of mysterious farmer deaths threatens to shake the fledgling kingdom’s foundation.
With the Stag Lord defeated and his stronghold claimed, the heroes lay the foundations of their new kingdom, Indefatigatia, with the reborn fortress of Stagfall as its proud capital.
After stepping out from his quarters, the players now face their greatest challenge yet: confronting the Stag Lord, the ruthless leader of the cult-like menace that has haunted the Greenbelt and the Tuskwater.
Beneath the supposed fort of the Stag Lord, the adventurers struggle to find the best approach to solve their problem of being hopelessly outnumbered.
With the lightning strikes behind them, the adventurers make their way toward a looming fort in the distance, hoping the Stag Lord is there—and that he’s not as fearsome as the stories suggest.
Now at the den of the Tatzlwyrm, the adventurers needs to bring back the head of one for Oleg, but they run into some old frenemies and find some unfortunate berries along the way.
With Taenn racing off into the woods in pursuit of a dog, the rest of the adventurers follow close behind—hoping to avoid trouble, but fate has other plans. Or... perhaps it's fortune?
After turning in some bounties at Oleg's the adventurers grab some new gear and prepare to head out to explore the rest of the Greenbelt and search for more clues leading them to the whereabouts of the Stag Lord.
With the potential to power up, the adventurers head "a lot west and a little bit north" to hopefully find the lair of Tuskgutter, and slay him before he causes any more harm to the region.
With a giant bear (or spirit?) in their path, the band of adventurers find themselves in a tricky situation until a stranger offers a helping hand, leading to a potential friendship that may prove beneficial outside of combat.
After meeting a new friend, the adventurers first turn in some quests at Oleg's before heading out into the Greenbelt's forested regions in search of a wild boar and a shrine to an ancient god.
Armed with their new Mitflit agreement, the band of adventurers makes their way from the Old Sycamore to the caverns where Kobolds await along with a sinister plot that makes no sense.























