GMs: What extra material are you using and / or plan to use with your KM campaign? (Spoilers)


Kingmaker


4 people marked this as a favorite.

I use the following:

DM_aka_Dudemeister's extremely well written material from the boards. I love his enthusiasm, his skill and the thought he puts up to his modifications. Pure gold.

I also use material from this thread. Kudos to the contributors!

I plan to use the following:

Crown of The Kobold King. Don't have it yet, but Tartuk just got away so I planning to link him to this :) Also, they're going to build a kingdom, they need a crown, right? And what would be better a crown than one that's gotten from a comical low level challenge as a loot?

Realm of the Fellnight Queen. Don't have either, but the description seems like it fits perfectly to the KM setting.

Let's hear yours!

Liberty's Edge

I'm running KM more or less concurrently with Rise of the Runelords.

My PCs just did the Rushlight Tournament and have a size 37 kingdom in Lower Varisia between Ravenmoor (Ft Drelev) and Ilsurian (Varnhold), centred on Turtleback Ferry.

My adventure and conversion log is here:
GOB's adventure log

Scarab Sages

I started by campaign with a modified A Song of Ice and Fire module called "Wedding Knight" which is mostly roleplaying and an introduction to noble machination, conspiracy, hidden secrets and treachery. The PCs went through this when they were 0 level mostly as a way to explore their characters safely and learn about many of the NPCs in game.

I borrowed heavily from a Legacy of Fire AP book, The Jackal's Price when I added in a Rough Seed being planted by invading Numerian barbarian tribes.

I know Realm of the Fellnight Queen and Tales from the Old Margreve are popular for additional add on adventures and material.

And Like Greycloak said, it seems doing a mashup of Rise of the Runelords and Kingmaker is being done by two or three GMs on the boards here.

Silver Crusade

Carnival of Tears 3.5 module fits perfectly (@5th level) and with some slight modifications lets you introduce a bad guy previously thought deceased (assuming he's dead in your campaign). Given that it involves dark fey, can't go wrong.

We're into Book 3, and I'm liking Dudemeister's thoughts on winning over the Nomen Centaurs as a series of challenges. Looking to expand on the legendary aspect, make the land more mystical once one learns it, as the centaurs have done.


I just started a Curse of the Crimson Throne/Kingmaker mash-up on the boards.

I also have plans in my tabletop game to run Crown of the Kobold King, Conquest of the Bloodsworn Vale, Carnival of Tears, and Realm of the Fellnight Queen.

I am considering throwing in Armageddon Echo in combination with Realm of the Fellnight Queen after reading Dudemeister's thread.

Will look up Tales of the Margreve as that seems popular too.

In a previous game that I ran for tabletop which fell apart after a few sessions I opened with Hollow's Last Hope turning Oleg's Trading Post into Falcon's Hollow.

Still on the look out for more ideas in the later part of Kingmaker.

I have considered several alternate starts to Kingmaker like the old Keep on the Borderlands or the beginning of Red Hand of Doom.

Spoiler:

Where the PCs find the papers of ownership for a ruined keep in the secret basement thus making it theirs.


DundjinnMasta wrote:

I just started a Curse of the Crimson Throne/Kingmaker mash-up on the boards.

I also have plans in my tabletop game to run Crown of the Kobold King, Conquest of the Bloodsworn Vale, Carnival of Tears, and Realm of the Fellnight Queen.

I am considering throwing in Armageddon Echo in combination with Realm of the Fellnight Queen after reading Dudemeister's thread.

Will look up Tales of the Margreve as that seems popular too.

In a previous game that I ran for tabletop which fell apart after a few sessions I opened with Hollow's Last Hope turning Oleg's Trading Post into Falcon's Hollow.

Still on the look out for more ideas in the later part of Kingmaker.

I have considered several alternate starts to Kingmaker like the old Keep on the Borderlands or the beginning of Red Hand of Doom.

** spoiler omitted **

Wow, that's.. a lot. How do you keep it all together?

I'd love to introduce more stuff. It's just that we play once in every two weeks, tops. I love to make the world alive with additional material, but just with the additions I'm making now it seems like the game goes on forever... Our ninth session is due in two weeks and we're nowhere near the halfway of book one! But then again, it has been a fun ride, so why complain? :)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Stuff I've used:

Dudemeister's expansions (terrible).

Conquest of Bloodsworn Vale/Realm of the Fellnight Queen Mashup (good)

Realm of the Fellnight Queen/Armageddon Echo Mashup.

Redcelt32's political intrigue stuff.

Light Dragon's additional encounters.

Stuff I will use:

Iron Kingdoms, Pitax will be a crazy steam punk nation in my game.

Some Dungeon Adventures (I'll look them up later).


Some of Dudemeister's ideas are on my slate, as are RedCelt32's political elements. I'm hoping to pull in more from Song of Ice & Fire, as I find it.

I'm a heavy Birthright fan, so I'm reskinnning everything into that world. A lot of critters will be altered, as will the map orientation.

RPG Superstar 2011 Top 8

I used Raging Swan's "Road of the Dead" between the 1st and 2nd book. It's a nice, short dungeon crawl for level 3 (but includes info to scale it up or down a level) that can be dropped in any of empty hexes.


1 person marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I'm currently using the classic "Castle Amberville" adventure in the middle of Chapter 2; I've modified it and borrowed a lot of bits from Realm of the Fellnight Queen (RFQ).

Spoilers for Kingmaker, Castle Amber, and RFQ:
I dragged the entire town of Tatzlford into the pocket fey realm where the module takes place - this happened during Loy and Letricia Lezbin's wedding, which the PCs were attending. The crazed beekeeper Tenzekil from RFQ has hated the PCs for a while, ever since the PCs and their fey allies Perlivash and Tig-titter-Tut stole his bees for a "prank" against the Thorn River Camp bandits. He has now sworn himself to the service of Rhoswen, and joins the Wild Hunt in an attack on the wedding as the village is pulled into the realm; several NPCs are captured by the Wild Hunt.

Instead of being the home of the Amber family, it's the exiled court of Count Ranalc. Like Nyrissa, Ranalc's capacity for love was removed from him (and made into a sword, the pieces of which the PCs had already found in the ancient tomb in chapter 2), as a punishment for letting his paramour get out of hand, but only "until his love is restored to him" rather than being a long death sentence. Thus the PCs have the opportunity to return the sword to Ranalc, be granted the boon of having their village put back where it belongs, etc. This also lets them have strong foreshadowing of the end-game for the adventure path, without being able to do much to speed it along.

Ranalc's court was severed from the First World into a pocket realm until Ranalc's love is restored. Ranalc's and Nyrissa's daughter Rhoswen eventually betrayed him when the archwizard Nex came to visit the court-in-exile and persuaded her to help him steal Ranalc's power; Rhoswen was blasted by a backlash of magic (and takes Catherine's place in the throne room), whereas Nex obviously escaped (this would be just prior to his siege on Absalom per the Timeline). Most members of the court were turned into animal-people (hengeyokai) as per the module's description, and are more than a bit crazed from their long imprisonment. Tenzekil makes another appearance in place of Petit-Singe, now with monkey hengeyokai features. The end-game will occur when the PCs reach the tomb of Count Ranalc (Stephen Amber) and place his sword on his not-alive-not-dead body, restoring him to life.


I've been reading the "Chronicle Starter" from Song of Ice & Fire RPG. It profiles six Houses, with NPCs and sites, and a few locations around those houses. Potential intrigues and rivalries are baked right in. There's also an adventure plot featuring a few of those houses.

I've been working at sketching this in as the province around Restov, so these houses are going to be the equivalent of my Swordlords. I've made so many equivalencies, I'm going to need to write my own wiki.

The adventure is a way for raiders from outside to sneak in, taking advantage of a clash between two of the profiled houses; I figure on making that an early appearance of the Tiger barbarians when I get to running KM (looks like winter now).


6-man conversion. I only have 3 players, but they started at level 2 and all rolled relatively high on stats. I don't mind them being a bit ahead of the curve, as I seem to be one of the few running this and still using XP, and it's provided ample challenge for them without (yet) being overwhelming. They're about to tackle the Stag Lord, so we'll see how that goes.

When I get to RRR, I'll be using Dudemeister's Beast Kingdom idea.

I might look into Redcelt's political stuff when I get closer to that section. I've heard good things.

Otherwise, a whole lot of homebrewing. My players have an uncanny tendency to try diplomacy with anything not outright hostile and a few things that are - they've allied with the Sootscales and with a local Worg packlord, and are at least neutral with a Drider (who, in my setting which lacks Drow on the Prime, are evolutions of Aranea instead) whose lair and spider "children" I put in the place of the single lone trapdoor spider. They're actually trying to find a way to negotiate peace between her and the Worg, as their hunting territories overlap and both want the other gone, in addition to also both sharing the PCs' desire to remove the Stag Lord and his bandits. Also (as stated in another thread) revamping the Choral side-plot and sticking it between books 5 and 6. Will probably have other, similar events as things advance.


I dropped in Falcon's Hollow renamed Thorn Hollow for the river it was now attached to. Right on the rickety bridge hex. I had attached 4 hexes to it, the river crossing hex had the farms, with the river camp and tuskgutter hexes reworked as the lumber camp hexes and moved those encounters elsewhere.

I wanted a fully formed village that the players could attempt to sway out from under the LC using a method similar to Dude's sway the Centaurs I just read (btw love that idea, going to adapt it to my game as the players just finished RRR and are in a grey area between RRR and VV)

During the revenge of the Kolbold King which was in the middle of RRR the Lumber camp in the tuskgutter hex was damaged and lost the players at the time were in a power struggle with the lumber consortium over rights to the land/forest, they promptly annexed the hex Thorn hollow just lost even as they helped the lumberjacks survive the mess the players hadn't even realized they created until the undead kolbold's came out of the woodwork(pun intended)

Having achieved A rather massive positive reputation in thorn hollow and conceding defeat, "maybe" the LC sold Thorn hollow to the PC's; after all they had been squeezing money out of that forest for a few years on a rather minor investment. Not even a drop in the bucket for the LC.

Of course the players made a show of offering the gavel a choice of join the military, death or exile... my player really know how to make friends and influence people. heh(of course it's going to come back and bite them.)


I'm incorporating "The Harrowing" as a side adventure between Varnhold Vanishing and Blood for Blood, since that strange demiplane and weird encounters (crazy carnival, storykin, etc) fits in well with the First World weirdness that permeates the module. When else are you going to legitimately include a Rabbit Prince in your campaign? ;)

It also fits well for XP, as my players sort of raced through VV and went straight to the final dungeon, leaving them midway through 9th level instead of starting at 10th level when BfB begins. That's just gravy.


Pathfinder Adventure, Adventure Path Subscriber

I am thinking of incorporating the crypt of the everflame series with Kingmaker and have the mask of the living god Rasmir be a constant thorn in their side as they try and establish fake temples To Rasmir in their newly formed cities. Further on, since most of my pcs are Taldon descendants I intend to have some of their noble ties reach back to Taldor and the shame they are facing with the Adella Clan in the tomb of the iron medusa. I will like likely try and work in the fell knight queen also.


Anyone have a suggestion for a relatively short module that would make sense to be under Candlemere? My players have visited it once, and they're talking about going back (with a NPC to escort), and I want to present a completely different experience along the same themes. Ideally, this will be a 2-3 session side adventure with chaos/madness themes.

I'm willing to do a conversion from 3.5 (or almost any other system) as necessary, and if so, I'll share it when I'm done.

RPG Superstar Season 9 Top 32

aside from the dungeon I created (shameless plug) you can easily toss the cult of gyrona in the same map and add a bunch of cultists and will-o-wisps. I did address your theme questions though, the dungeon was not yet complete.


I used Carnival of Tears also to great effect after the kingdom started to get on its feet.

Cold Rider = Stag Lord reanimated by the big bad.

Rigg from RRR = Prig as written in module
Nymph in module = The Dancing Lady from RRR
Grim stalker in RRR = Grimstalker guarding the machines tent in the module
Friendly dryad in the module = Tyressia from RRR
And I had them all escape to be re-encountered at the Fey Keep in RRR (an Rigg is still out there somewhere!)

I also had Tyg be enchanted and playing the fiddle during the "grand finale" so the PC's knew many of the fey had been enchanted into doing these bad things. A couple of other touches really personalized it, I think.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker / GMs: What extra material are you using and / or plan to use with your KM campaign? (Spoilers) All Messageboards

Want to post a reply? Sign in.
Recent threads in Kingmaker