Kingmaker Expansion (Filling Things Out)


Kingmaker


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I am very much enjoying reading the PDF. I haven't gone through everything; but I felt very inspired after reading a few pages.

Here are some of the ideas I had in expanding some adventures that I plan to use if I ever get a game together. (See Spoiler below)

Feel welcome to post some of your own diversions.

I tried to incorporate the below extra LOCATIONS and EVENTS into the storyline.

I also designed some of these (the letters, specifically) with a mind toward foreshadowing or introducing some of the backhistory behind a few of the people you meet in the forest.

Spoiler:

===
1. EXTRA ADVENTURERS AT OLEG'S

The abandoned fort has several mysteries hidden within its walls-- for PCs eager to spend some time exploring.

LOCATION

A2- Spiderhold
A DC 20 search under one of the beds reveals a loose panel.

If opened, under the panel a bottle can be found, sealed with a wildwood cork stamped with the Alestir Alehouse label. Within the bottle is an old parchment letter from a soldier who used to be stationed at the fort.

The letter details the location of a treasure trove, buried about half a day's ride east, underneath a rock. The letter goes on to lament "what must be my untimely demise," and then it urges a "Jonathan Trentovy" to deliver the treasure to the author's "fair Ophelia in Brevoy" if found. The letter is dated over forty-years old and is signed by a one Bartholemew Eledemon and further encourages the bearer of the letter to "let Ophelia know that I love her and to name our child after my father- Eudorus." Also included in the bottle is a wedding ring, worth 10 gp.

LORE: Bartholemew perished in a raid, along with Jonathan. No one else in the barracks knew that the letter was hidden there. The treasure trove is a bunch of recovered goods that Bartholemew and Jonathan lifted off some brigands instead of turning it over to their Captain.

Wilderness Lore???, Knowledge Geography (DC 15) or Knowledge Local (DC 18) to discover the treasure trove given the old, outdated directions.

The Knowledge Local check can be supplemented by +2 with advice from Oleg.

BATTLE FOR THE TREASURE: Some giant spiders (CR 3) have taken up guarding the rocks where the treasure is hidden.

TREASURE: When found, the treasure consists of 300 gp, a silver necklace worth 10 gp, two masterwork longswords, and strangely well preserved boots (with a magic spell of protection against elements +5 on them).

DEVELOPMENT: Ophelia may be located in Brevoy with a Gather Information DC 15 in the city. She is now 58 and is married to a butcher named Fenris (58). They have four children, ages (34m (exp 2), 26m (rog 2), 24f (exp 1), 22f (com 1)). If asked, Ophelia reveals that she miscarried her first child on hearing about Bartholemew's demise. Only the first two children currently live with them; all save the 26 year-old male have married. Ophelia welcomes the return of the wedding ring, but lets the adventurers know she is going to send it on to Bartholemew's family since the memories of Bartholemew have long since passed her by.

[Experience award for this, but little else, although you do now have a friend in Ophelia, and the second son- the 26 year old (rog 2) expresses some interest in your adventuring party since he does not have enough money to get married- he wants to adventure. If pressed, he admits to "skulking around" to gather coins, and fears that the next time he is caught by the guard he'll be for the gallows- only his father's respect in the district has gotten him out of trouble the last three times.]

EVENT

Mail Delivery

A particularly enterprising trapper left a few letters at Oleg's for delivery south. Seeing as you are headed that way, Oleg wonders if you might be able to drop them off.

If pressed about details regarding the trapper, Oleg remembers her as a particularly competent young woman who wore a bow and traveled with a few others. She has visited the post a few times and appears to command the loyalty of a small coterie of associates.

1. Breeg Orlivanch (Dead Trapper in area E)

CONTENTS: "Breeg. I've got a few more of those special bear traps for you-- ready to import into Oleg's. However, I've received some reports that a few travelers were caught in your traps. Could you be more careful about your placement, maybe signify their location with a flag or something.

"Signed; Constance Devine"

NOTES: If read before the party heads to Area C, reduce their chance of wandering into a trap from 20% to 10% or less per hour if they take special precautions.

DEVELOPMENT: Twenty bear traps arrive at Oleg's 1d8 days after the "delivery" of this letter. Three of the traps are coated with a special immobilization poison extract (2 Con damage).

2. Davik Nettles (Area S)

CONTENTS: "Davik. I'd like to try to negotiate a better price than the toll you currently charge to cross your bridge. I can pay in bulk up-front for the entire season for myself and my associates and all of our cargo and gear that will be transported. If you are amenable to discussing this and the other arrangement we had regarding the passage of news and your little "black book" of travelers; then the rewards can be quite great. As a token of my appreciation for your ear, I am enclosing a gold sovereign.

"Signed; Constance Devine"

NOTES: Gold sovereign enclosed.

DEVELOPMENT: In Area S, hidden under stones, there is a "Little Black Book" that records the comings and goings of all travelers among the waterways. It notes the coming of the Stag Lord and Davik's experience driving him off. It also notes other travelers who have passed along the way.

Dark Archive

Excellent start L D.

Let's keep this thread going !


Glad you enjoy them. If anyone uses them, I'd be happy to hear how they turn out.

I'd also be interested to see someone come up with a list of prank ideas for the Faeries.

--

Spoiler:

Reading further in Kingmaker, it seems like area M in the real adventure is eerily similar (but different enough) to what I came up with for the first encounter I suggest... Oh well- the concept still works; people like to hide things. I suppose it could be a motif. :)

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Neat stuff Light dragon. Consider them stol.... errr... borrowed.

:)


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Tim Statler wrote:

Neat stuff Light dragon. Consider them stol.... errr... borrowed.

:)

Feel free to borrow them. This is the Stolen Lands after all. :)


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Here's some more fun things to add

ADVENTURE
2. Fisher at the Thorn (In hex with Area E)

Spoiler:

LOCATION:
Same square as E, but in the far north part at the Thorn River

Miles Bandy, a young man, is fishing in the river. He has two poles and three nets scattered around, but he is having trouble catching anything and his nets have mysteriously been cut each night.

He used to sell some fish to Oleg's in return for firestarters, tobacco and gear, but he hasn't been able to travel there in some weeks. He's barely caught enough fish to provide him sustenance.

He lives in a little hutch just Northwest of the hex at the edge of the forest. He came to the forest six months ago hoping to become an adventurer like his "famous" uncle- Timitius Bandy, who died two years ago fighting a Tatzlwyrm. Miles intended to gather around himself a bunch of adventurers and with them avenge himself on the Tatzlwyrm.

But when Miles arrived in the forest, a couple of bandits set upon him and stole all of his gear; his Uncle's secondary sword (which had been left at home when he went to slay the Tatzlewyrm), masterwork dagger, and Miles's new personal leather armor and cap, which he had saved up for ever since his Uncle had perished. All Miles was left with were the words of Oleg mentioning that there might be a couple of trappers who would be amenable to helping him with his quest.

Wandering beaten and bloody through the forest, he found Breeg Orlivanch (Area E) who took pity on him but refused to join his fool quest. Breeg patched him up and dropped him back at Oleg's, then told him to get lost and get back to civilization. Miles then talked Oleg into lending him a fishing pole and walked back to the Thorn River and started living off the land.

Miles is too proud to return home until he can at least recover his gear (at minimum his Uncle's sword since it's all he has left of him), but he has given up on the idea of being an adventurer, as the danger of the life does not suit him.

NOTES:
The Fairy creatures at (area F) have been playing tricks on Miles. They like to see him mend his nets and they feel sorry for the fish that he has been catching- he used to catch quite a lot.

DEVELOPMENT:
1. When the players are talking to Miles, suddenly a large fish gets entangled in the nets and Miles rushes in to wrestle it to the shore. The fish is a giant catfish, about 3 1/2 feet long. Grapple checks will be needed to get the thing to shore. The players can help out. (XP 75).
Giant Catfish encounter.

2. Fairy pranks may begin in this area. (See Location F for information on these pranks).
When the fairies are eventually encountered, if reasoned with (Diplomacy 15) they may agree to stop messing with Miles and really mean it. Diplomacy of 10 gets them to "promise" to stop messing with Miles and to lay off him for about a week, then they'll start back up again. Any lower and they can make no promises since he's too fun to play with.

3. Miles tells the players about the Tatzlwyrm's den at U, giving a somewhat vague description of the general vicinity. At the Tatzlwyrm's den, the skeleton on (page 28) is not the boy's uncle. That skeleton was the leader of the adventuring party his Uncle was with.

Instead, the boy's uncle's remains is that of another explorer whose refuse lies beside the other deceased one.

(Add the following treasure to Area U) Masterwork Longsword, dagger, highly damaged unwearable leather armor, adventuring journal (contains complaints about the party leader "bossing him around" and "taking all the glory" and how he has to "sleep outside in the rough while the party leader gets to enjoy himself at inns" and explaining how much he "hates the adventuring life.", dessicated letter from Miles to his "favorite Uncle" wishing him luck, 15 feet of rope, 9 gp, 10 sp, 30 cp.

4. The thieves at area K have additional treasure: Longsword, masterwork dagger, leather armor and cap.

---
ENCOUNTER 3. Bandit in a Pit Trap (In Hex With Area G, close to the Radish Patch)

Spoiler:

BACKGROUND:
A drunken bandits carrying wine he stole from the Thorn River Camp wandered into this pit trap dug by a trapper and now he broke his leg and he can't get out. He's been in the pit trap for five days and is running out of water. He ate his last bit of food yesterday evening.

Rime Marner (Rog 1) CR 1/2 is injured at the bottom of a pit trap. He carries twelve bottles of wine, one half drunk, and eight now smashed; all of which were stolen from (Area K) and that were intended for the Stag Lord. These bottles are not the same as the ones discovered in camp however. These are special imports from the River Kingdoms.

Rime had been planning on stealing the bottles, leaving the bandits, taking the bottles to Restov and selling them for a pretty price.

NOTE:
The pit trap had been set by Varn Losum (See Event 3) in order to capture elk in a dead-fall trap to break their legs. He usually checks the trap every five days, but has been late to check the trap this time due to increased bandit activity in the area.

DEVELOPMENT:
1. Rime tries to bargain for his life with one bottle, claming that all the other ones have been smashed and that he will smash this one too if the players don't help him out. He insinuates that it is worth a great deal of gold to the right people.

2. Rime can't actually fight considering his injuries, but he does have a dagger that he could use if a player approaches too close and Rime feels in danger. Rime will not attack unless he is removed from the hole and he feels threatened with death or arrest or being turned back over to the Stag Lord's men.

3. Rime can reveal general details about the camp at location K, such as its location, and the number of bandits in the camp (he overestmates by four, expecting that Happs and his three bandits are still alive) . He can also generally explain the usual bandit camp defense tactics. He talks about Kressle in general terms, and can mention some information about the Stag Lord. He can explain about the Stag Lord's alcoholism. He also reveals the password (page 31).

TREASURE:
The three remaining bottles of River Wine (red wine aged 25 years) are worth 125 gp each. The bottles were originally stolen from a merchant caravan headed to Restov from the River Kingdoms. Perhaps they could be returned to their rightful owner in Restov. If traded to Oleg, Oleg can only offer 95 gp for each bottle, and he suspects they may have been stolen from someone.

---
EVENT 3.
New Wanted Poster (Appears about halfway through the adventure)

Spoiler:

Wanted: Wolves' Pelts
Source: Poster at Oleg's Trading Post put up by hunter Varn Losmun.
Task: A couple of wolves have been killing off a lot of the good hunting elk in the area.
Completion: (Hex west of Area N) Kill family of 5 wolves in their den.
Reward: 350 gp.

DEVELOPMENT:
Varn Losmun has a shack at the far north of Area C on the edge of the forest. He is very thankful to the players if they have taken out the bandits at Area K and if they have proof of that destruction or he has heard about it from Oleg, he'll let the players keep the wolf pelts, which they can sell for 25 gp each at Oleg's. Varn also gives the players his maps of six hexes; the area west of C, C E, F, I, and N (including mention of the Statute- a really weird tall thing he saw); which vastly speed exploration of the areas. (Decrease time to explore them by half).


I plan on incorporating a Varisian caravan (since a PC and her accompanying NPC sibling are Varisian).

Still fleshing it all out, but I expect something horrendous will happen to them on their way to Oleg's.

Other plans I have including someone coming to extort the PCs out of their gold mine. One of my PCs owes a guy a big favor, and I was thinking of having him make a play for the gold mine.

I have a new player joining next session. He's going to be a captive in the bandit camp at the river ford since my players decided to take them on first thing. They used speak with animals to find out where the camp was from the horses. My druid and ranger convinced the horses to help... Even though the survival check was 11 to follow their trail, they don't even have to do it because the horses know how to get home.


Thanks Lightdragon...I've got 6 players and a few more encounters/quests won't go amiss in keeping the XP curve up


Put this on another thread, but it helps here.

If you have some old Dungeon Magazines lying around, you probably have a lot of different side treks & small adventures that just were't big enough to run by themselves. Now you may be able to work them in. You may have ideas from WotC old Adventure Archive. There are plenty of short adventures for 3/3.5e there that can give you ideas. Check out their Vicious Venues too. Particularly Vicious Venues. They are site based & most have various setups, depending on the level you are running. Makes it great, that way if the party doesn't run across where you placed it in the first Kingmaker module, you can adjust to a higher level & they find it in the second.


Thanks Geeky and xorial for the nice additions.

And thank you Wellard for the kind words. I hope the events and encounters prove useful.

I'm in the process of cleaning up a few other potential encounters and events I intend to use in a game tomorrow, so I hope to post up a few more within the next seven days.

Liberty's Edge

Here's a side trek filler:

Spoiler:

Quest: Treant w/ a Sliver
Source: Treant: "Gnarl-Root"
Task: Has a festering wound, needs PCs to remove the object of ire. A broken off piece of a unicorn horn.

(the unicorn is of course the dead unicorn at area T.)

Gnarl-Root tells the PCs that the unicorn was possesed and crazy - and charged the tree and buried it's horn in it - as a reaction, the treat swatted the unicorn aside - breaking off the piece inside him - the unicorn limped away. (obviously to die elsewhere). The horn could not be reached by the branches which didn't bend the right way to reach it (like an itch on you have on your back that you need someone else to get). The learn that the only way way to remove the horn which has magically fused itself to the treant's body is to find the unicorns body and burn it. After PCs find body in T, and burn it, they can return to Gnarl-Root and remove the horn.

Reward: Gnarl-Root is a darkwood tree. As a reward, he breaks off a piece of his wood for the PCs to make something with it - the material should lend itself to making whatever the item is automatically magical - perhaps if it's a shield - have fire resistance already in it.

Tie In # 1:

Why did the unicorn go mad? Instead of Nyrissa killing it, she drove it insane with a chaotic corrupting fey touch.

Tie In # 2:
What do we do with the horn? Perhaps another hex has something that needs the horn of a unicorn in order to restore something (like the temple of Erastil for instance).

Robert


Here is the names of a few of the side treks at the Vicious Venues Archive. Now some of these need to handled carefully. They may be appropriate for low levels, but only as an encounter, not combat.

Abandoned Village
Frog Pond (Involves Dragons, so be careful)
Forest Mound (Actually too high for first adventure, but has fey so could be used in Blood for Blood)
The Hill of Ravening Beasts
The Old Oak Tree
The Ruined Tower
Woodland Cottage


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Here's some more (new ones first, then a reformatted old one):

-NEW

Scenes of Battle (South of Area B and 2 West of Area E)
Bards and Chroniclers may find this useful.

Spoiler:

LOCATION: (South of Area B and 2 West of Area E)

NOTES:
Investigate DC 15 notices a rusted piece of metal sticking out from the ground. 1d4 hours of excavation later, the group can find more remnants of an old battle-scene, made visible after heavy rains washed away a good part of an old cliff.

Scrap metal is discoverable and 1 medallion (75gp).

Knowledge Local (DC 15) or Knowledge History (DC 10) reveals that this is the site of a battle between Barbarian Lords and ancient Brevoy.

The artifacts may be worth about 400 gp if carted back to civilization. Oleg can offer 275 gp for the remains.

If the group stores the goods, then maybe an interested buyer might emerge in the future to purchase the relics. Oleg charges 1 gp/week for storage. Diplomacy 15 can get him to change the amount to 1gp/month.

DEVELOPMENT: Regardless if the spot is found or not, later in the adventure, an excavation team from Restov ends up in the area consisting of a scholar (exp 3), three diggers (com 1), and one guard (ftr 1). If the area is discovered, they beeline for it for future excavations. If undiscovered, they are found at Oleg's with this quest.

These buyers will offer 500gp if the players have held on to the artifacts at Oleg's.

And Something to Collect:

(15) Lost Medallions of an ancient empire in the area.

Spoiler:

The Lost Medallions can be from Old Brevoy or another ancient empire that can be in the area in order to underlie the ancient history behind the contested lands.

Something to put those Perception checks on entering quadrants of a hex to use!

(Medallions are worth 75 gp each)

Hex 3 (counting from left to right)
Hex 7
Hex southwest of Area B
Hex to the Right of H
Hex I
Hex J (2 coins)
Hex Q by the bridge
Area N (3 coins)
R (inside the mite laye;r 2 of the medallions are mounted on the wall as shiny reflectors)
Forest by V
Z

---OLD
The below one was in the original spoiler, but I think it got lost since the original spoiler contained an adventure before it.

EVENTS: Mail Delivery

A particularly enterprising trapper left a few letters at Oleg's for delivery south. Seeing as you are headed that way, Oleg wonders if you might be able to drop them off.

If pressed about details regarding the trapper, Oleg remembers her as a particularly competent young woman who wore a bow and traveled with a few others. She has visited the post a few times and appears to command the loyalty of a small coterie of associates.

1. Breeg Orlivanch (Dead Trapper in area E)

Spoiler:

CONTENTS: "Breeg. I've got a few more of those special bear traps for you-- ready to import into Oleg's. However, I've received some reports that a few travelers were caught in your traps. Could you be more careful about your placement, maybe signify their location with a flag or something.

Signed; Constance Devine"

NOTES: If read before the party heads to Area C, reduce their chance of wandering into a trap from 20% to 10% or less per hour if they take special precautions.

DEVELOPMENT: Twenty bear traps arrive at Oleg's 1d8 days after the "delivery" of this letter. Three of the traps are coated with a special immobilization poison extract (2 Con damage).

2. Davik Nettles (Area S)

Spoiler:

CONTENTS: "Davik. I'd like to try to negotiate a better price than the toll you currently charge to cross your bridge. I can pay in bulk up-front for the entire season for myself and my associates and all of our cargo and gear that will be transported. If you are amenable to discussing this and the other arrangement we had regarding the passage of news and your little "black book" of people who have passed by your location; then the rewards can be quite great. As a token of my appreciation for your ear, I am enclosing a gold sovereign.

"Signed; Constance Devine"

NOTES: Gold soverieign enclosed.

DEVELOPMENT: In Area S, hidden under stones, there is a "Little Black Book" that records the comings and goings of all travellers among the waterways. It notes the coming of the Stag Lord and Davik's experience driving him off. It also notes other travelers who have passed along the way.


Thanks xorial although most of those seem quite above the suggested ECL for these encounters, I suppose they can be adjusted down in difficulty. A few of the venues seem quite interesting. I'd also add the Hanging Tree to the list.

Robert, that's an interesting idea- I think I will use it. It sort of interferes with the foreshadowing of Nyrissa's involvement, but I sort of like your story better for immediate pay-off and more things for characters to interact with.

The tree reminds me of the rhyming tree in Dragon Age (!)


I'm going to add a little excitement to location L.

Spoiler:

The gold vein cave's floor is littered with the bones of small animals, what appears to be a bear, and even a human skeleton. Just as players begin to investigate, a filament shoots from the wall attaching itself to one of the players and begins to drag them toward the wall.

Cave Fisher (CR 2) (Bestiary pg 41)

A successful Knowledge (Nature) check will reveal the bit about their filaments being usable as silk rope. The enterprising player may want to keep this puppy alive so it can become a silk rope maker. (i.e. they can visit the cave, throw a chicken or something in, once they hear the grim ba-gawk, they can go in and collect the filament from the last sacrifice. Of course, that only works until someone wants to build a gold mine.

The dead trappers gear has mostly all been destroyed during the consumption by the cave fisher, but a masterwork silver dagger had fallen to the ground when the cave fisher attacked the trapper.

Oooh.... maybe even throw some silk rope into the kobolds cavern, and they can talk about their old god of stong rope!!!

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

I'm mulling over an encounter involving a troll in an incredibly bad disguise attempting to buy some "throw-fire" to kill a rival that I'm thinking on turning into a recurring, humorous NPC. I'll write up some stuff and post it up here if it runs out alright.

Also: "God of Strong Rope." Totally stealing that. :P

Liberty's Edge

N'wah wrote:


Also: "God of Strong Rope." Totally stealing that. :P

\

+1 That's way cool.

Robert


Light Dragon wrote:

Thanks xorial although most of those seem quite above the suggested ECL for these encounters, I suppose they can be adjusted down in difficulty. A few of the venues seem quite interesting. I'd also add the Hanging Tree to the list.

Robert, that's an interesting idea- I think I will use it. It sort of interferes with the foreshadowing of Nyrissa's involvement, but I sort of like your story better for immediate pay-off and more things for characters to interact with.

The tree reminds me of the rhyming tree in Dragon Age (!)

If you read carefully, the encounters are staged. You use one set of critters for one level. You only use what is appropriate for the level. Except the dragons, most have a set of encounters appropriate for 2-4 levels.


Thank you for correcting me there. I'll look into them in greater depth

It seems that I had not read (and comprehended) the text that went along these lines:

"Player characters might meet almost anything in the village; here are some possibilities at several different encounter levels. For a more complex and dangerous encounter (or to use the village as a site for an entire adventure), several of these creatures might occupy the village at the same time. The more intelligent among them will work together against invaders. Even the dumb brutes will tend to be drawn toward any battle that erupts, hoping for a share of the spoils."

Instead, I only saw: "Goblins (EL 1-3)" "Wolf Skeletons (EL 3-5)" "Bugbear Zombies (EL 4-7)" "Werewolves (EL 5-9)" "Goblin Adept (EL 8)" "Medusas (EL 7-9)" As the inhabitants of one location, for example.

I apologize. Thank you again for the links to the Vicious Venues!


Yeah, they aren't too clear on occasion, lol. I remember that they had to explain it on the old WotC message boards. You would think that afterwards they would have added that to the pages.

Liberty's Edge

My daughter was watching some tv movie on the Disney channel yesterday and i caught the theme of it - which could translate well I think to the Greenbelt region.

Spoiler:

Quest: Leprachaun lost his "luck"; stolen by bandits.
Source: downtrodden leprachaun stuck in a pit; it's currently raining only over the pit. Until the lucky coin is returned, the leprachaun continues to be harrassed by bad luck. Fallen logs have landed on him - one of which just happened to have a wasp hive, he fell in a pit, he's mud-soaked, it continues to rain over him, etc.
Task: PCs must return a necklace with an adorned "lucky gold coin" that belongs to the leprachaun.

Reward: He grants them a pot of gold 500 gp, and a special luck blessing, that allows the PCs each to re-roll one D20 roll at some point. Furthermore, he can provide some foreshadowing of Nyrissa.

Robert


That's amusing. I may change a few things relating to that seed, but I think I will adopt it.

For example, the next item the group sells, they receive 4 times the reward as the money is quadrupled like a 4-leaf clover. This can be highly lucrative, or very small depending on how well the players game the selling.

Liberty's Edge

Okay something I'm having fun with:

I have built on the Svetlana/Oleg tandem.

Spoiler:

He is middle-aged and cantankerous as described. She, I made to be seductively youthful and vibrant and beautiful. I found a pic on DeviantArt of a gorgeous varisian/vistani looking woman scantily clad busty yada yada, and described her as Varisian - speaking mainly in Varisian with broken common tongue. The pic had all the male players with their tongues hanging out - now arguing over who gets to keep her if Oleg should die (they joked about letting the bandits kill him during the opening fight at the trading post so that they have a chance...)

I'm portraying her very flirtatious and full of love and spirit. I'm playing Oleg a bit dim-witted, and superstitious of magic.

Now the players have their conspiracy radar in full speed.

"why is SHE with HIM?"

She must be a succubus!
She must be a vampire!
She must be some fey creature that has him charmed!

In truth I haven't decided WHAT to do exactly.

But this thought occured to me:

Having the woman as something other than what she looks is too cliche' - the seductress vampire/succubus/fey etc. What if I throw em all for a loop and in fact, Oleg, the dim-witted superstitious one is actually the culprit and instead has HER for a pet..... They're all thinking she's got something of foul nature going on with her, and so they're really nervous (as players) around her, thinking everytime their character gets near her, it's going to lead to trouble for the PC. What a grand surprise it could be then when they find out the truth someday that she's just normal and he's the one with 'issues'.

To add to the mystique, I've so far:

Had her go up and hug all the male PCs when they arrived (the adventure indicates her and Oleg think the PCs are there to save them from bandits). During the hug, I took the PC with the best Charisma (cleric of Desna) - and had him make a Will save.....they don't know why.....and I said "For some reason, you feel like she may have hugged you a bit warmer and closer and a bit longer than she did with you companion.....you wonder about that for a moment, and then shake your head and persuade yourself that it's just your imagination."

In truth - it WAS just his imagination - as a male, I know how we decevie ourselves at time to think when a woman is genuinely nice or gratious towards us we somehow trick our minds into thinking there was more to it - like she's REALLY in to me. So I used that normal male response against him and let him think there was more to it than just a welcoming hug.

I also up-played the horror and fear she felt when her and Oleg described the bandits and the way they joked about what they'd do to her if they took her as payment. This REALLY fired up the players as they pictured how meek and vulnerable she was. This, too, has their emotions in the game.

I also have her say things that have other meaning - simply because of her lack of command of the common tongue. It sounds more outlandish than she means - they're just faux pas expressions.

For instance: she told the cleric (whom had to make the will save) who was the only person with a horse upon their arrival: [in gypsy romanian accent] "When you are ready to turn-in, I will gladly massage your ass for you." (the players nearly had a heart-attack....until they realized she was speaking about the horse).

Later when she was making sure their guest quarters are prepared for them, she said to the wizard character, [in same accent] "I need to know - are you good and hot in bed? Or do you need my help to come make you warmer for you?" (of course she meant "will the bed be warm and good enough for them that night") But the double meaning phrases being made so innocently has made for a wonderful envirornment, and has the players totally invested in her - and wondering what more to make of Svetlana.

Vampire would work. I have set the stage with hearing of the baying of wolves at night, and even the sounds of flying bats, and with mist etc etc. The book gives a description that does sound a lot like Ravenloft/Barovia/Romania gothic horror. It would fit fine.

So would a lyncanthrope. She could be a were-wolf, or were-panther or something. Once I started considering perhaps Oleg was indeed the guy with issues, I wondered if perhaps HE was a were-wolf and she was his "turned prey" that now serves him.

Or perhaps they're a mated pair from the beginning....not necessarily evil mind-you......just not normal.

Other ideas were:

*She is a Mail-order bride kinda thing.
*He won her as part of some Varisian Tarot/harrow deck card game
*She doesn't look that young and beautiful to him - just to everyone else, so he doesn't understand peoples dismay that she's with him. (Perhpas she's fey, or some varisian spritual thing)
*His real wife is dead, and she's a ghost that has manifested in this body.
*He is a sorcerer/enchanter and she is a thrall.
*He is a necromancer and he magic jarred his wife into that body, and he's now looking for a suitable male body for himself. (Like that movie The Skeleton Key w/ Kate Hudson)

So nonetheless the possibilities are nigh-endless, and I haven't decided on a course yet, and I just wanted to share how someone can use them to add more intrigue into the campaign.


If this inspired other ideas please feel free to share.

Robert


This thread is jam-packed with yoinkable delights!

Great work guys, I'm soooo keeping an eye on this thread. The only problem I have is that I'm just about to start book 3 in CotCT and that means I'm months away from starting this Ap - which makes me very sad! Maybe a TPK would do the trick !!

Dark Archive

Robert, link the pic you used, so we can all use it on our PCs.

Liberty's Edge

Sean Halloran wrote:
Robert, link the pic you used, so we can all use it on our PCs.

I'm not sure if I can find it again on the art site - I was searching pics for hours.

Here's the link to my messageboard where I host info on all my campaigns for my players - and I attached the pic there in the Kingmaker NPC section.

(I left the artists signature in the lower-left corner so that he/she can get credit.)

Enjoy

MESSAGEBOARD

Robert

Liberty's Edge

stuart haffenden wrote:

This thread is jam-packed with yoinkable delights!

Great work guys, I'm soooo keeping an eye on this thread. The only problem I have is that I'm just about to start book 3 in CotCT and that means I'm months away from starting this Ap - which makes me very sad! Maybe a TPK would do the trick !!

Thanks for the kudos.

If only we could get a few more regulars to submit more, this could really turn out to be a wonderfully robust campaign for our players.

Robert


I'm thinking of adding in a subplot concerning the Lumber Consortium and a budding organization of summoners. I've always been a humongous fan of the Privateer Press Hordes game world, so I might use the Circle of Oroboros as the core of that menace. Basically, they're looking for areas where the borders between Golarion and the First World are weak, and studying and distilling that magic in pursuit of a new special material found only in the First World, something I'm calling Chimeric Quicksilver that randomly transmutes between different materials. I think that this will be something more useful to the higher hierarchies of fey, who maybe have a feat that enables them to exert control over the substance. The CQ would have a lesser and greater form. The greater would be so universally malleable that it could actually be formed into different types of weapons and include different qualities.

And my post just turned into a brainstorm! :D


Similar to the treant idea...a well known petrified tree in the woods is a Petrified (capital "P") treant. The PCs would have to come back later when they are powerful enough to reverse it which could keep the immediate area from getting "used up." I like the idea of new surprises and treasures popping up in familiar territory. Maybe the nymph did it; another tie in.


Robert Brambley wrote:

My daughter was watching some tv movie on the Disney channel yesterday and i caught the theme of it - which could translate well I think to the Greenbelt region.

** spoiler omitted **

Robert

I am totally going to use this, I have a great Irish accent I've been meaning to do... Well.. You know Irish/firstworld.

Grand Lodge

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I've got a couple of bit and pieces to fill Kingmaker out with. The first is a small collection of vignettes I've put together. I find in a lot of Paizo adventures there are NPCs with all this cool backstory that the players never discover, and to temper that a little I've put together some little stream of consciousness pieces detailing some events from the backstory of a few of the characters in Stolen Lands. I'm going to give them to my players in the weeks leading up to the game to whet their appetite a little. I'm not claiming they're works of genius, but I like the idea.

Spoiler:

It wasn't supposed to be like this. Life was perfect. You had everything you wanted, everything you hoped for. And then she had to come and lie to you, to your face, in front of all these people! In this holy place! She had to stand there and tear apart everything you'd had, everything you'd shared! You loved her! How could she do this to you?! As the warmth of her spittle dripped down your cheek, the world vanished in a red haze. You don't remember drawing your sword. But it was in your hand, heavy and slick, and she was crumpled on the floor, unmoving. You felt His grace leave you, like a cloud suddenly covering the sun. You saw the shock and disbelief on the faces of the priests, and then you fled, shoving past the stunned onlookers. Nobody tried to stop you as you burst out into the square, gasping for air. Nobody tried to stop you as you took the first horse you could find and fled. You almost wish they had.

(That's Akiros, obviously)

You flinched back as he raised his hand, as he had a hundred times before. Yet as you cowered, awaiting the blow, you remembered the Dream. Your hand shot up almost without your instruction, catching his wrist. For a moment the two of you locked eyes, and for the first time, you saw something alien in his gaze. It took you a moment to recognise it; fear. You glanced down at your hand. His wrist felt small in your grasp. How long had you been the taller one? How long had his bones seemed so fragile? You squeezed experimentally, and saw a flash of agony on his face. Then you struck him, the blow dashing him to the ground as if he'd been struck by a stone. You followed up with sledgehammer kicks, feelings ribs crack under your strikes. You kept beating him until his drunken pleas faded into broken whimpers, and then you watched him for a while. You savoured the new feeling within you, one as alien to you as fear had been to him; power. Yes. You think you could get used to power.

(The Stag Lord, naturally)

You had been so sure. It had to be him! He was an outsider, new to the town, and it was only after his arrival that the killings started! Yet as he bobbed and twisted in the wind and his face went from purple to blue to white, there were no sudden spasms, no final shifting of shape. In the end, you were left looking at a man on the end of a rope, and you had no answers left. It was a few days later that the hunter came into town dragging the carcass of a worg. He said he'd tracked it to its lair nearby, and that its tracks showed it had been to this town more than once before. You couldn't face them after that. You couldn't face their stares, their sullen guilt, their blame, or worse of all, their pity. You slipped out of town in the middle of the night, but you can't escape the memory of that purpled face. You prayed and prayed, asking for a way to redeem yourself. And then you were given one.

(This one is Jhod)

Of course, some of you may note that these accounts are not exactly accurate. Akarios's killing of his lover's husband isn't mentioned, nor is the allegiance of the 'innocent' man that Jhod strung up. They're also very vague. Both of these things are intentional.

The second thing I've been putting together are more NPCs for Rivers Run Red. More choices when forming a government is always good!

Note I do have full stat blocks on these people, but I'm too lazy to format them at the moment, so you just get my fluff writeups. :P

Spoiler:

Nikos Kaladimos (LN male human aristocrat 3; Str 8, Dex 9, Con 10, Int 15, Wis 11, Cha 12)

Nikos plays the flamboyant and successful merchant, using his long residence in Jalmeray to one-up anyone else's life to date. He claims that he's come to the Stolen Lands as part of a daring bet, and that his triumph here will win him great acclaim when he returns. Unfortunately, this is far from the truth. Nikos was being investigated in Jalmeray for his shady business practices, and fled the country just in time to avoid a meeting with the headsman's axe. Nearly penniless and utterly friendless, at the end of both his funds and his endurance, the PC's fledgling kingdom offer Nikos a final, desperate opportunity to reclaim a tiny fragment of his lost power and wealth. As such, should his initial bombastic overtures be rebuffed, Nikos will grow more and more desperately pleading, begging pitiably for a position in the PC's government.

Sharina Alind (NE female human bard 4; Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 18)

Sharina is a cunning and dangerous woman who thrives on danger. Not danger to her, of course, but to those around her. Seeking ever greater legends and tales of derring do, Sharin naturally gravitates to heroes. While their exploits are frequent and impressive, she is content to watch and applaud, but should the adventuring life grow sparse, Sharina's not above causing a few problems to give the PCs something to do. In time her meddling will grow more and more extreme, and she may end up causing more trouble than the players would like to handle. Sharina is selfish to the core, and everything she does is to further her agenda. Having said that, she's a skilled diplomat, and an asset to the government – at least until she decides to try and topple it.

(Yes, Sharina is basically a levelled down version of Sharina Legendsinger from RPG Superstar 2009. I kept the name to indicate this fact, I'm not trying to pass this off as my own idea. I think Kingmaker is somewhere she'd fit right in!)

Shaderick Havaad (LN male human fighter 5/hellknight 1; Str 14, Dex 10, Con 18, Int 13, Wis 12, Cha 8)

Shaderick is Judge Dredd, crossed with Vhailor from Planescape Torment, as played by Alan Rickman. He punctuates. Every. Sentence. Never unclenches his teeth. And answers every question with total honesty, but no elaboration. Any investigation into his past will inform the investigator that Shaderick was thrown out of the Order of the Scourge for conduct unbecoming a Hellknight, and that in Cheliax he is wanted for rape and murder, among other crimes. A little more digging will reveal this story to be almost totally false. Shaderick was, indeed, stripped of his standing in the order, but his only 'crime' was to prosecute a minor noble with powerful friends to the fullest extent of the law. His only regret is the killing of 2 fellow Hellknights when he fled rather than face the false charges that had been brought against him. Shaderick is an utterly unbending and totally impartial man. Despite his fearsome demeanour and reputation, he will serve loyally in any legitimate government, and is utterly incorruptible. Oddly, Shaderick retains his Hellknight powers despite his separation from the order, and his murder (as he sees it) of two of his fellows. This is a source of much bewilderment and soul-searching for the dour Hellknight.

- I do realise that Shaderick is a bit similar to Akiros in his backstory, but I think he's different enough to be fun. Plus the idea of my players handling an ex-Hellknight is kind of hilarious!

Sample conversation with Shaderick:

PC: So, I've done some research. You're a wanted man in Cheliax. Murder, theft, rape, bestiality...the list continues. Care to explain yourself?

SH: Most of the charges are false.

PC: ...Most of the charges?

SH: Yes.

PC: But...not all?

SH: No.

PC: ....

SH: *stares impassively*

That's all for now!


Now that we have #33 I wonder how many DM's are going to want to "fill out" book 1 when book 2 introduces the Kingdom Creation rules which look great!


Filling out book one can create good character development background for NPCs and backstory for the land to increase the verisimilitude for Book 2. I still have two sessions at least to go of exploring, and in seeing what book 2 has to offer, I want to add even more things to lay the foundation for the eventual kingdom's development.

Seeing how fast it can be to build a kingdom, I'm making a strong effort to build more and more immigrants into the region so the players do not feel a disconnect when things get developed.

For example, Oleg began building an extension on his stables around day 30, and a second floor on the guesthouse on day 40; the catapults were all repaired by day 50, and some tents hopped up next to Olegs'. All this is setting the stage for future kingdom-rules development as more and more people come to the area with Spring's dawning.

--

By the way- the extra NPC backstories are a great idea ninjaiguana!


Just noting that the leperchaun idea worked quite well with my group- they felt quite sorry for the little guy. (I had him in a hole with a storm above him... but he couldn't drown because the rock below was soapstone) He was hiding in the hole from a swarm of wasps that appeared when the party dragged him out. They promised to return with his luck.

When they returned, it was raining- but it was thundering over the leperchaun and his hole was flooded with mud, and he was thronged with wasp swarms.

The party druid, using know (nature), realized he could dive into the mud, avoid the wasps and hand over the "luck."

The leperchaun's award was quite great- 4x cash on the next item sold in x days as the coins will double; and one free d20 reroll for all PCs.

Thanks!

Liberty's Edge

Light Dragon wrote:


Robert, that's an interesting idea- I think I will use it. It sort of interferes with the foreshadowing of Nyrissa's involvement, but I sort of like your story better for immediate pay-off and more things for characters to interact with.

Hey all, so I place the Eant in the game as I described above.

However,

Spoiler:

first the PCs encountered the statue of Erastil in the other hex. On a whim I mentioned to a player who indicating they were carefully searching the base, that there was a long thin inverted cone shape indentation in the stone base.

One of the players figured out that it was the shape of a unicorn horn.

Further south they went where they encountered the eant I mentioned above.

I placed the eant

Spoiler:

In the hex where the dead unicorn is listed, and moved the dead unicorn one hex south - into a region outside the chartered area for book one; so as to have them not encounter it yet.

The eant told the PCs that the body of the horn's owner must be put into contact with the eant in order for it to be removed.

On a whim I mentioned to a PC who was concerned that the body would be rotten, that Unicorns never decompose; that provided their horn is still attached at the time of its death, the body dissapears to be reunited in the faerie realm. (the eant told them this).

So what I now need to know - what to reward the PCs with when they inevitably return to the stone base with the horn.

My first thought was for the statue to actually be a celestial messenger of Erastil in "Statue" form (see the spell Statue) who will become mobile upon the insertion and gift to the PCs a powerful bow.

Another thought is a portal opens and something comes through, or a secret chest is accessed etc.

All of which is a one-time affair. Afterwards the statue dissapears.

Another more devious thought was that once the unicorn's body is reunited with the horn, it disappears (as I mentioned above) to the Faerie Realm and the PCs are now faced with needing to find a live unicorn to see what the statue has in store - possibly allowing for a much more powerful use of the statue later in the campaign at a higher level.

Suggestion, ideas, or other potential uses of this statue are welcomed.

Robert

Dark Archive

One of my soon-to-be players really liked Pan's Layrinth, and another knows a few internet jokes, so I had an idea to inject a little Fair Folk weird horror into kingmaker.

Slenderman.

Throw in veiled references and foreshadowing from the get-go, maybe just in the first two adventures, and then work in the dramatic encounter during Sound of a Thousand Screams.

The whole time, the PCs dismissed the references as an early-on red herring, then, at the very end, Frick'n SLENDERMAN pops out.

So...What would his stats be? Would he perhaps be in the caliber of Paizo's other mythical creatures, like the Wendigo or Sandpoint Devil?


Hi, I liked a lot the ideas you proposed in this post, so today I tried some of them with my Kingmaker group. Here are the results:

Bandit in a Pit Trap.

Spoiler:

The bandit tried to bluff the characters telling them he was a merchant, and though the PCs were suspicious from the beginning, at least this was an interesting conversation.

Also, with my group I ran this encounter several days after the PCs attacked the Thorn River Camp, and he was one of the 4 bandits that was out of the camp when the PCs attacked.

This encounter works very well as a random bandit encounter, in case the PCs missed any information you want them to have about the bandits.

Leprechaun encounter.

Spoiler:

This one was hilarious. When my players offered him help, I made the leprechaun approach the friendliest character trying to hug him, so that the little cloud of rain also affected the PC. The PC was trying to get away from the leprechaun without being too rude, but the interaction was very funny.

I also had the leprechaun offer himself to accompany the players in their search for his lucky-coin (in my case I told them that he thought the mites had robbed the coin). It was funny seeing the PCs trying to convince the leprechaun of how dangerous adventuring life was.

Finally, I ruled that part of the leprechaun's bad luck had rubbed onto the PCs, and that night they suffered a horrible thunderstorm and as a result were fatigued for the following day due to lack of sleep.


I also have created a handout for the Wolves Wanted Poster. I tried to convey the idea that the trapper who wrote the poster is a bit illiterate but as I'm Spanish I don't know if the text is "correctly incorrect", so I have uploaded also a Word document to make it easier for any of you to change the text if needed.

This is the Word version.

And this is the PDF version.

Thanks again for the nice ideas in the post!


I am adding in a little side quest:

The Battle for Territory:

Hundreds of years ago, two spellcaster got into a brutal rivalry. The witch (or druid, or cleric, etc) was the first to resort to manipulating creatures to act as her agents against her opponent, but it was a trick the wizard (or alchemist,sorcerer, cleric, etc) was quick to pick up on.

Howler-at-the-Night, a worg empowered by the witch, was not her most powerful of her creatures, but he was clever and a survivor. After the witch's death, he hunted down the wizard avenge his mistress. The hunt was to on avail, as the wizard was killed by his own creations, only moments after his victory. Free now of master and obligation, Howler left the area, seeking to lose himself in a distant woods.

Ulric Ranulf, a werewolf who served the wizard, had taken great pleasure in hunting down the witch's brood, and kept with it. He infiltrated human society to gain positions of powr, where he could use the new resources aid in his Hunt. He has tracked the worg down to the Greenbelt, where he and the Iron Wraiths (see page 13, in the Stolen Lands), using the cover of killing barbarians to hunt down the crafty worg.

Recently, the hunters and trappers have reported that a new wolfpack has entered the area, challenging the old pack. The new pack outnumbers the old pack, but the old pack is led by "the Black Howler" who has outwitted more hunters than any normal wolf should. The new pack is lead by a white wolf, and avoids humans.

Ulric, back at Oleg's, posts a wanted poster for black wolf pelts...

Possible Outcomes:
If the player's help the worg, they will earn his help (he and his wolves roam the woods in the stolen lands). If the hunt down "Black Howler" instead...the werewolf has connections with the court. It is a pity those connections are telling him to destabilize the fledgeling country before it even starts.

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