Check the "File history" section of the image page on PathfinderWiki. For the sake of transparency and for posterity, we try to maintain all versions of images that are included in the project. One result of this is that you can generally find placeholder images of older products, though some of the earliest ones have only final art.
Wow, this rocks to no end! Thank you very much! I'll be sure to refer to this wiki for similar (and other!) needs.
You can find it at Amazon too cause they like to keep placeholder cover
Will this AP also have a Player's Guide? One has yet to be added to the on-line, if so.
All of our Adventure Paths will have player's guides. Kingmaker isn't out yet, so that's why we haven't released its player's guide yet. It'll be available when the first adventure is available in about a month, I'm guessing.
It almost sounds like this would make a good sandbox style campaign.
Yup! The whole AP is designed to address customer feedback and requests for a sandbox style Adventure Path. I'm looking forward to seeing if we pulled it off!
So if i want to sign up for the AP subscription and have this one be my first issue, when would i do that...don't really want to start with the last installment of an adventure path.
So if i want to sign up for the AP subscription and have this one be my first issue, when would i do that...don't really want to start with the last installment of an adventure path.
You always have the choice of starting your sub with either the most recent volume or the next upcoming volume, so that means that you can start with the first volume of an AP anytime in the (roughly) two-month window between the time we ship the last volume of the previous AP and the time we ship the second volume of the new AP. So now is a perfect time.
So if i want to sign up for the AP subscription and have this one be my first issue, when would i do that...don't really want to start with the last installment of an adventure path.
You always have the choice of starting your sub with either the most recent volume or the next upcoming volume, so that means that you can start with the first volume of an AP anytime in the (roughly) two-month window between the time we ship the last volume of the previous AP and the time we ship the second volume of the new AP. So now is a perfect time.
This is the kind of adventure I always wished the Forgotten Realms had done for the Stonelands in Cormyr, I am greatly anticipating this one.
Also, I couldnt help but notice a certain name in the footnotes there, that of a one Mr. Ed Greenwood. Does this mean that good ole Ed will be doing more work for Pathfinder (hopefully), now that WotC has utterly destroyed his baby.
Amazing! This AP is just what I was looking for to incorporate in my current campaign. I was wondering where to go next and then this comes along... Fits like a glove.
I just had to subscribe!
Really creepy to notice how much of my home-made World matches the one used in the campaign setting (splintered borderland kingdoms, uncharted serpent continent, ...). I'll have to do some adjusting but I'm guessing not much.
The same goes for the next AP. I'll have to get that one as well.
Yay, a campaign that every party (good or evil aligned) can enjoy! I do have one question though, to the writers.
When you say sandbox, does that mean players are supposed to hit everything in the adventure, what happens if they miss the clues or decide not to do one, or roll badly on a knowledge or gather information check?
I'm assuming the players can't run into the higher level stuff because it has a time frame based around the PCs level?
"New rules for turning exploration into a different kind of adventure, by James Jacobs."
I´m curious about this. Has anything more detailed been mentioned about these rules?
They're not SUPER extensive, actually. Just some background info on the Stolen Lands and some discussion about how to fully explore a region of land, hex by 12-mile hex. AKA: You can walk through a hex, but that's not exploring it. Exploring it takes more time, has more encounters, and grants XP. It's a pretty short article, but it's a key part of the campaign.
"New rules for turning exploration into a different kind of adventure, by James Jacobs."
I´m curious about this. Has anything more detailed been mentioned about these rules?
They're not SUPER extensive, actually. Just some background info on the Stolen Lands and some discussion about how to fully explore a region of land, hex by 12-mile hex. AKA: You can walk through a hex, but that's not exploring it. Exploring it takes more time, has more encounters, and grants XP. It's a pretty short article, but it's a key part of the campaign.
Damn you James. Why'd you spend so much time going around the "what is a sandbox" tree with me only to turn around and produce such a great sounding campaign with the types of rules I'd hope for in a sandbox. Do you just like to toy with my emotions?
When you say sandbox, does that mean players are supposed to hit everything in the adventure, what happens if they miss the clues or decide not to do one, or roll badly on a knowledge or gather information check?
I'm assuming the players can't run into the higher level stuff because it has a time frame based around the PCs level?
What we mean by "sandbox" is that the PCs can go anywhere in the Stolen Lands and do anything. As they explore, they'll start finding secrets and quests and stuff, and while there is an overall story arc, it's not the ONLY story arc. And PCs can ABSOLUTELY wander into an area that's over their heads CR-wise; we've set the Stolen Lands up so that if they more or less follow the hints, they should be fine, and especially if you're playing the AP as it comes out you just won't be able to wander off the map to the more deadly parts of the area simply because those parts are detailed in later installments of Kingmaker... but once you have all 6 parts, anything goes! It's certainly possible for the PCs to miss an encounter hook or clue, but there's nothing preventing them from learning about the haunted mine they never found later in the adventure. There's no "schedule" of events; it's VERY easy to jump between adventures. If the PCs don't explore one of the areas in "Stolen Land," they could easily just come back to explore it at any other point in the campaign if they want.
It's similar in a way to how the old "Isle of Dread" adventure was set up, honestly; a big wilderness area with lots of little dungeons and encounter areas scattered throughout.
Jason Nelson(RPG Superstar 2008 Top 4, Contributor)
Jared Ouimette wrote:
Yay, a campaign that every party (good or evil aligned) can enjoy! I do have one question though, to the writers.
When you say sandbox, does that mean players are supposed to hit everything in the adventure, what happens if they miss the clues or decide not to do one, or roll badly on a knowledge or gather information check?
I'm assuming the players can't run into the higher level stuff because it has a time frame based around the PCs level?
There are some parts of the ongoing metaplot that can happen TO the PCs, and in a way those kinds of events are triggered by the PCs becoming more powerful, more successful at clearing out their territory and making themselves prominent, etc. So, there are some parts of the AP of variable CR that are just kind of sitting around being lairs and mysterious locations and things that you might happen to encounter, or you might not, at whatever level.
There are others that are more dynamic and will happen not so much just as time passes but more as your success begins to make you a target for some of the bigger fish in the area.
I suppose it would be too much to ask that if the PCs are coming up to something they have no chance of killing that you give them fair warning? I know that most groups will just assume "It's an adventure, we can take it!" attitude and die horribly against the Turbonium Dragon 20CRs higher than them.
Can we make Common Sense be a skill?
Jason Nelson(RPG Superstar 2008 Top 4, Contributor)
Jared Ouimette wrote:
I suppose it would be too much to ask that if the PCs are coming up to something they have no chance of killing that you give them fair warning? I know that most groups will just assume "It's an adventure, we can take it!" attitude and die horribly against the Turbonium Dragon 20CRs higher than them.
Can we make Common Sense be a skill?
It reminds me of the attitude shift from playing 'regular' D&D to playing Dark Sun, at least the way the group I was in back then played it. "Attack" should generally not be first on your list of options. I would guess there will be some clues around, but just remind players of the dangers inherent in the wilderness. To echo those immortal words of pirate lore (so nicely delivered by Capt. Barbossa): "Yer off the edge of the map, Jack. Here there be monsters!"
I suppose it would be too much to ask that if the PCs are coming up to something they have no chance of killing that you give them fair warning? I know that most groups will just assume "It's an adventure, we can take it!" attitude and die horribly against the Turbonium Dragon 20CRs higher than them.
It's amazing how effective an educational tool a TPK or two can be to a party. If PCs don't learn their lesson after the first one, I think they deserve to continue biting off more than they can chew. ;-)
"New rules for turning exploration into a different kind of adventure, by James Jacobs."
I´m curious about this. Has anything more detailed been mentioned about these rules?
They're not SUPER extensive, actually. Just some background info on the Stolen Lands and some discussion about how to fully explore a region of land, hex by 12-mile hex. AKA: You can walk through a hex, but that's not exploring it. Exploring it takes more time, has more encounters, and grants XP. It's a pretty short article, but it's a key part of the campaign.
XP for exploring..oh I like that..I like that a lot..finally something you get Xp for that doesnt involve killing things...a bit like RoleMasters travel XP
golem101(Pathfinder Adventure Path Charter Subscriber)
Jared Ouimette wrote:
I suppose it would be too much to ask that if the PCs are coming up to something they have no chance of killing that you give them fair warning? I know that most groups will just assume "It's an adventure, we can take it!" attitude and die horribly against the Turbonium Dragon 20CRs higher than them.
Can we make Common Sense be a skill?
It's just a Wisdom ability check. ;-)
Seriously, I usually say that at the start of a campaign: "This is a sandbox game. You stray too far, no problem. You die at the hands of the too powerful monster, no problem too. Understood? Good."
This is why I dont mind subscribing to all the Paizo goodies every month. Looks like a wonderful product. Brings back the memories of the Birthright campaign. Hopefully you'll include some land management data similiar to the old stuff that was in the Voyage of the Princess Ark articles in Dragon magazine #189-191.
I'll say this, as a ranger player this is one I wish I could be playing in instead GMing which is usually he case because if I want to play something like this I'm the one that has to find the group and run it.
When do these normally ship during the month (this will be my first issue of my subscription)? Just moving and want to make sure i have the correct address in there.
When do these normally ship during the month (this will be my first issue of my subscription)? Just moving and want to make sure i have the correct address in there.
They ship whenever they arrive in the warehouse. The product schedule can give you a general prediction of upcoming release dates. You'll get a preliminary email telling you that the subscription is about to go out and will have a few days to change things if you need to.
When do these normally ship during the month (this will be my first issue of my subscription)? Just moving and want to make sure i have the correct address in there.
They ship whenever they arrive in the warehouse. The product schedule can give you a general prediction of upcoming release dates. You'll get a preliminary email telling you that the subscription is about to go out and will have a few days to change things if you need to.
Mid march :( i was excitedly awaiting delivery late this week/early next week or so...thanks for that link...that's very helpful.
The pdf goes up on April 7th odd, so it should ship out about two weeks before that, so anytime after Paddy's Day it should ship I'd say, all things going well, and the first of them should being going out by 26th at the latest, by my guess.
A fellow player of mine is interested in running a game. He's basically never done so before. I had mentioned that I'm definately buying Kingmaker, and my only regret was that I'll probably end up behind the screen, at which point he offered to run.
My question is this: given the sandbox nature of the AP, would it still be a suitable nearly-first time game for someone with little experience to DM? He's familiar enough with the ruleset, I think, but I don't want to overwhelm the boy.
A fellow player of mine is interested in running a game. He's basically never done so before. I had mentioned that I'm definately buying Kingmaker, and my only regret was that I'll probably end up behind the screen, at which point he offered to run.
My question is this: given the sandbox nature of the AP, would it still be a suitable nearly-first time game for someone with little experience to DM? He's familiar enough with the ruleset, I think, but I don't want to overwhelm the boy.
Maybe buy a module for him to run your group through first. Help him find his 'sea legs'.
I have just started the Adventure Path Subscription starting with AP#31 due to be released on March 31st. Two questions: for regular subscribers... how long after the release date of each AP does it show up at your door? And secondly, with a new AP starting, when will the player's guide for the Kingmaker AP be available?
I have just started the Adventure Path Subscription starting with AP#31 due to be released on March 31st. Two questions: for regular subscribers... how long after the release date of each AP does it show up at your door? And secondly, with a new AP starting, when will the player's guide for the Kingmaker AP be available?
How long it takes to physically get from Paizo to you will depend on where you live and what shipping option you selected. You'll get an email indicating that it has shipped and access to download the pdf at that time. Based on past experience, the player's guide pdf should be released when shipments start to go out to subscribers, though sometimes there's a gap of a day or two before they get it up.
...how long after the release date of each AP does it show up at your door? ...
As noted, it does vary. However, I find that the guideline in the email (4-8 business days) is about right. Living in Eastern South Dakota, about 6-8 days.
I have just started the Adventure Path Subscription starting with AP#31 due to be released on March 31st. Two questions: for regular subscribers... how long after the release date of each AP does it show up at your door? And secondly, with a new AP starting, when will the player's guide for the Kingmaker AP be available?
James said a little up-thread that the Guide will be released around the same time as #31.
Well you've certainly got things buzzing in our gaming group...AGAIN. Its brought a few us back into the hobby. I've personally just spent the last twelve hours developing PC concept after PC concept :)
Thanks again for all your hard work and communication with your player base-you're showing everyone else how its done!
Well you've certainly got things buzzing in our gaming group...AGAIN. Its brought a few us back into the hobby. I've personally just spent the last twelve hours developing PC concept after PC concept :)
Thanks again for all your hard work and communication with your player base-you're showing everyone else how its done!
Ditto! I'm super-excited about this AP. It sounds really awesome and it's gonna be my first issue in the subscription I signed up for in February. I've been following Pathfinder since one of my best friends introduced me to the Beta a few years ago and can't wait to get into an AP!
I am actually pretty jazzed about this myself. Our group is finishing off Rise of the Runelords, and Kingmaker will be our next AP! I've started the planning already, and plan to take some of the encounters from Into the Haunted Forest and Conquest of the Bloodsworn Vale and integrating them in where needed. I am really looking forward to the organic growth of a kingdom. The roleplaying should be great!
I am actually pretty jazzed about this myself. Our group is finishing off Rise of the Runelords, and Kingmaker will be our next AP! I've started the planning already, and plan to take some of the encounters from Into the Haunted Forest and Conquest of the Bloodsworn Vale and integrating them in where needed. I am really looking forward to the organic growth of a kingdom. The roleplaying should be great!
Out of curiosity, who's in your play group, Lisa?
Papa-DRB(Pathfinder Adventure Path Charter Subscriber; Tales Subscriber)
Please oh Please consider putting an index in the last issue (or as a web-supplement) that simply lists:
1. Encounter level
2. Which chapter it is in
3. Page in the chapter
4. Encounter persons/monsters/area
Something like:
EL..Book..Page..Encounter
.7...32....63...4 Trolls under the bridge crossing the Selarin River near Fort something-or-other
I will have all six chapters before starting this one, and my guys are "completeists" in that they want to follow every clue, and go thru every dungeon, so an index would be a large help.
Thanks!!!
-- david
Papa.DRB
James Jacobs wrote:
What we mean by "sandbox" is that the PCs can go anywhere in the Stolen Lands and do anything. As they explore, they'll start finding secrets and quests and stuff, and while there is an overall story arc, it's not the ONLY story arc. And PCs can ABSOLUTELY wander into an area that's over their heads CR-wise; we've set the Stolen Lands up so that if they more or less follow the hints, they should be fine, and especially if you're playing the AP as it comes out you just won't be able to wander off the map to the more deadly parts of the area simply because those parts are detailed in later installments of Kingmaker... but once you have all 6 parts, anything goes!
That would be pretty sweet. Especially if you like to get minis for your games. You could use it to quickly see what there will be a lot of showing up.
Please oh Please consider putting an index in the last issue (or as a web-supplement) that simply lists:
1. Encounter level
2. Which chapter it is in
3. Page in the chapter
4. Encounter persons/monsters/area
Something like:
EL..Book..Page..Encounter
.7...32....63...4 Trolls under the bridge crossing the Selarin River near Fort something-or-other
I will have all six chapters before starting this one, and my guys are "completeists" in that they want to follow every clue, and go thru every dungeon, so an index would be a large help.
Thanks!!!
-- david
Papa.DRB
James Jacobs wrote:
What we mean by "sandbox" is that the PCs can go anywhere in the Stolen Lands and do anything. As they explore, they'll start finding secrets and quests and stuff, and while there is an overall story arc, it's not the ONLY story arc. And PCs can ABSOLUTELY wander into an area that's over their heads CR-wise; we've set the Stolen Lands up so that if they more or less follow the hints, they should be fine, and especially if you're playing the AP as it comes out you just won't be able to wander off the map to the more deadly parts of the area simply because those parts are detailed in later installments of Kingmaker... but once you have all 6 parts, anything goes!
Completists in an open sand-box style campaign? They'll drive themselves mad... MAD I SAY!
I am planning on doing a blog about my group someday soon, but the short hand is:
Vic Wertz (my partner in life and Paizo)
Skaff Elias (former WotC R&D guru and one of the designers that worked on 3.0)
Tom Des Brisay (original investor in WotC and a long-time friend)
Javier Garavito (works at Smith & Tinker, Vic's high school best friend)
Jessica Price (used to work with Jav, now works with the Borg...er Microsoft)
Jamie Fristrom (computer game designer friend of Skaff's)
In the past few years, I have had the following people in my group at various times:
Richard Garfield (inventor of Magic: The Gathering), Ryan Dancey (inventor of the OGL and former VP of D&D at WotC), former Paizo employees Jeremy Walker, Amanda Titus, Mike Schley, Phil Lacefield Jr. and Rob Head.
I am actually pretty jazzed about this myself. Our group is finishing off Rise of the Runelords, and Kingmaker will be our next AP! I've started the planning already, and plan to take some of the encounters from Into the Haunted Forest and Conquest of the Bloodsworn Vale and integrating them in where needed. I am really looking forward to the organic growth of a kingdom. The roleplaying should be great!
-Lisa
I understand that you guys are suggesting a year or two between each section of the AP. I was thinking of partially filling some of that time with some other appropriate modules, where the characters can be visiting neighbouring countries in an official capacity attending a ceremony, or to set up trade agreements, or whatever. While there a dragon strikes, or a demon escapes, or something is stolen, and the visitors are asked to help, or need to help to clear their name, or will want to help to improve diplomatic relations. That kind of thing. I have 4 or 5 that fit that brief, and I'm looking forward to the whole experience immensely.
I'm looking beyond the AP as well (that's my trouble - always looking too far ahead), and considering running the Serpent's Skull AP with the children/students/disciples of the Kingmaker characters. Serpent's Skull sounds like it'll be a romp and a journey to exotic locales, so there won't be any benefit to the characters being associated with powerful rulers in a distant land, but it will mean a lot to the players involved.
I'm so excited I could just SQUEE!
Mairkurion {tm}(Pathfinder Adventure Path, Tales, Battles Case Subscriber)
Lisa: I look forward to your blog. These are always informative and entertaining.