Pathfinder Adventure Path #32: Rivers Run Red (Kingmaker 2 of 6) (PFRPG) (based on
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Paizo Publishing, LLC
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Chapter 2: "Rivers Run Red"
by Rob McCreary
With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims. Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?
This volume of Pathfinder Adventure Path includes:
“Rivers Run Red,” a Pathfinder RPG adventure for 5th-level characters,
by Rob McCreary.
Expansive new rules for running your own cities and nations, by James Jacobs.
Insights into the rugged faith of Erastil, god of the hunt, by Sean K Reynolds.
Pathfinder Ollix Kaddar and Phargas get themselves to a nunnery in the Pathfinder’s Journal, by Richard Pett.
Five new monsters, by Adam Daigle, Rob McCreary, Sean K Reynolds,
and James L. Sutter.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
The adventure portion of this mod is top notch. Wel laid out and easy to run for the DM while suitably challenging for the group.
Unfortunately I feel that the city building rules could have used some extra attention. Its almost trivially easy to get to the point where you only fail a city roll on a 1. Also only about three of my five players we interested in the city building so several players spent many hours bored.
Ever want to play Ye Olde "Master of Magic" but with your Pathfinder group? This is the second module in the series and a great introduction on how to make it all happen for your players! Included is a large adventure, great artwork, and rules for players and DM's to forge their own kingdom.
This is also available for you to watch the continuing exploits of our game at...
www.youtube.com/brucelombardo75
We started uploading the videos from this in Late January '11.
Final Logline: Your player characters need to experience the feeling of trying to hold together a fledgling kingdom.
In a lot of ways, parts of this module plays like a turn-based strategy game (Civilization, Alpha Centari, etc). I, for one, love it. I'm already finding places to employ these kingdom-building rules in other parts of my campaign.
The story elements and events are very well written as is most of the kingdom creation system, Though I had to reread some lines of the kingdom builing as they were slightly confusing, would of helped if the supplied town district page (with the 9 graphical building blocks, refer to Kingmaker Player guide page 16) had "District Name:___" or "District #: __" on it, or used a graphical example of the system in use to avoid confusion. "A picture is worth a 1000 words." -Unknown. But this one flaw is not enough to break the polish that went into this Adventure Path, I say well done since this is the first Adventure Path I have read.