
![]() |
7 people marked this as a favorite. |

Parts 1 and 2 didn't need very many changes. I mostly added more NPCs and included Tales of Margreve elements.
I am starting VV soon and I am going to have a few changes to it.
Starting Part 3 Out
In part 1, in the sidebar about the other groups sent out to found nations they had Meager Varn as a low level but eager to please sword lord. In Part 3, they changed things altogether and had him be pretty far off from a swordlord. I had already established him as an NPC using the information from Part 1, so I stuck to that. Because I have a PC who is a swordlord, the two have a connection and are on good terms.
In the couple of years since the founding of Varnhold, Varn hasn't been doing very well. At first, he tried to war with the centaurs to force them out of the area. When he lost too many men he made a deal with them. He would pay them a monthly tribute to stay in the Duunsward and not attack any of his colonists. Unfortunatly, the little war also cost him more time and money than he had.
The swordlords loaned him resources and money in hopes that he would be able to found a city like the PCs did. This wasn't the case, as he proved to be as much as failure of running a city as he was in winning wars. After two years, the swordlord found themselves in a tough political situation as Sutova began moving troops and started calling their debts.
Nearly bankrupt, with little actual land claimed, and desperate, he offers to sell the PCs land. The 24 hexes west of the Tors de Levenies for 12 BP. He travels personally to present the deal.
The Meeting
Meager Varn, Willas Gundarson, Caspar Morgarion, and Howitt Gurney travel to the capital of the PC's to present the offer. They haven't yet explored West of the mountains, so they don't have maps yet. They are also hoping to gain some council and ideas on how to further expand their own kingdom. They hope that the new ally will also be able to provide further financial aid should things turn south again.
Willas Gundarson will end up slipping that he is searching for treasure. He knows that there are ruins and lost treasure in the area, but hasn't yet found anything. He will probably ask a PC for some tips on how best to find some.
Caspar Morgarion, the Varnhold cleric of Erastil, will have a jolly old time with Jhod and be very excited about the old temple in the woods, promising to come visit more often because of it.
Howitt Gurney, Varn's weapons master, will be interested in the weapons the party has and brings a few of his own as a gift.
Inserting Nyrissa
One of the party members is already an agent of the Eldest and was charged to find Briar and the missing protector. Three agents of Nyrissa have been taken down and on each was an iron ring wrapped and fused with green hair. Also, the Staglord and Hargulka talked about "Her" openly.
The PCs are very aware of Nyrissa and on the lookout for her. One is even forming a secret group to seek her out and find ways to battle her.
In this part, she is going to be more subtle and offer Willas a clue to a treasure that will greatly help Varnhold. This ends up being Vordakai's tomb, and the events surrounding the bracelet he finds are the same as in the book. She does this knowing that eventually the PCs will have to deal with him and that no matter the result she will have one less foe to worry about.
Giving the PCs Time
I am going to let the PCs have some time before the town of Varnhold vanishes. With 25 more hexes to explore, two missions within them, and several points of interest for them to travel to they have some good reasons to look east.
During that time they are going to be free to do kingdom building. One practice that I started doing was having an event or two each month that was more RP related to keep all the players involved. This would also give them opportunities to create policy and flesh out their kingdom more. Here are some of the events they will be seeing.
- Svetlana gives birth to twins and is unable to perform her duties for a month.
- The Church of Erastil is not pleased with the church of Calistria setting up churches in rural areas.
- Brevoy is cutting all ties, even ending their trade agreements. Economy takes a -1d6 penalty.
- Mivon is very pleased with how the rivers have opened up and send a representative to negotiate trade.
- The fey are willing to work out agreements to keep their homes safe.
- Daggermark sends representatives to welcome the new lords of Rosewyld.
- The aquatic fey are not pleased with the overfishing of the lakes and rivers.
- A division starts to appear within the citizenry about who the nation should support between King Survota or the Swordlords.
- Grigs have begun to cause issues with their pranks on the farmers in a single hex.
- One village has intentionally killed a family of brownies, causing outrage and a call for justice from the fey.
The Vanishing
This happens like it does in the book. A jade ring (mistaken as a bracelet because of its size,) is stolen and wakes up the lich Vordekai. He uses divination to find it and discovers the village of Varnhold. He eventually goes to the outskirts of the village. Using his artifact, the oculus of Abaddon, he magically called the entire town to him. He then trapped all of them within soul jars and teleported back to his lair.
The Town of Varnhold
It was much larger than the map shows, which is just the center of the town. Unfortunately, the spriggans burned or destroyed too much of the town to really explore anywhere else. Some of the buildings on the map are going to be burned out as well just to help sell the destruction.
So far, that is as far as I have thought out, as it is going to be a month or so before the group gets to the vanishing.

![]() |

I decided to split Varnhold Vanishing into two parts.
Part one is per-vanishing and part two is the vanishing.
Pre-Vanishing
Besides the areas to explore there are going to be cave entrances hidden by waterfalls that empty into Lake Silverstep. In the Guide to the River Kingdoms by Paizo, there are some details about The Stolen Lands that are only found there. One of them is that there are caves at Lake Silverstep that go under the mountains.
These caves are going to be extensive but I haven't worked out exactly what will be in them.
There are also going to be three kingdoms along the shores of Lake Silverstep. One a fairy kingdom, one a Grigg kingdom, and one an Atomie kingdom. They argue over who has the Western shore.

![]() |

Vanishing
This pretty much is going to be ran as it is in the book with one exception. I am going to go with the writer's original concept of the centaurs gaining their name from a valley they call in their language No Man Valley. They were originally given the name because they guarded over the valley of the dead to make sure that no man entered it and disturbed the slumbering evil within. They forgot over time why they were guarding it, but remembered that a nightmare of a creature named Vordakai dwelt there.
I also had crossing the Blood Furrows become a trial for the PCs to gain the centaur's trust.
I am going to change the Chulchek tribe a bit too. Their original caves were the smaller ones surrounding a much larger and deeper cave. Inside the larger cave is a Great Cyclopes, which they worshiped at first and then just paid tribute to keep it satisfied and calm. They abandoned the caves and moved into the abandoned fort to get away from the great cyclopes. This of course, enrages it when the PCs come poking around and wake it up.
Because I changed VV to have a BBEG tie in for the overall plot, I also changed the specter encounter in Vordakai's lair. There Gunnerson, now an undead and angry ghost, will attack the PCs like normal at the location given in the adventure. The change is that he will be yelling, "You betrayed me! You sent me here to find treasure and instead I found death!" and other such angry rants. Some of his yelling will hint closely to Nyrissa giving him a map that sent him to the island and promising that it leads to riches. Because all of her other agents had iron rings wrapped in green nymph hair, he too will wear such a ring.
Conclusion
I plan on the party discovering that Varn had a wife and son. The wife will have been killed, leaving the PCs to figure out what to do with the son and several other orphaned children they discover. Besides that, there will be some other problems for the party to deal with.
First, the centaurs do not wish to join the kingdom, and they take anyone claiming their lands as an act of war. The camp the party visits is actually just one portion of the whole Nomen tribe, and they are very experienced in war.
Second, Varn is going to need some serious rebuilding. Many of the more important and skilled people there were killed and looters took much that was there. While the spriggans may have moved in, they were not the only looters to pick the place over. There is also the mater of orphans that needs to be dealt with.
Lastly, a silver dragon is going to show up and demand to know what happened to his sibling. While silver dragons are good aligned, this one isn't going to be very happy to hear that the PCs do not have an answer and he will demand a tribute. There is a possibility that party may be able to convince this dragon to take up residence in the old silver dragon lair and become an ally.
I may have more custom encounters for VV. I will return and post them if I do.

![]() |

My group has hippogriff mounts to fly them anywhere at this time. One personal change that I am going to put in is that the hippogriffs will refuse to fly over No Man Valley unless the rider succeeds at a DC 25 Handle Animal check. Because only one member of the party can possibly make that check, they will have to approach on foot.

![]() |

I discovered that there is a lack of about 15,000 to 20,000 xp in part three to level the group up to 10. I decided to put a module into the caves and upon searching I found Crucible of Chaos. I will be adapting it to better fit, but there isn't much needed on the setting side of things. Most of the work preparing for it will be converting it Pathfinder.
First Impression:
The module takes place in the Tors de Levenes. The mountains are riddled with cave complexes, and while there are monsters in the caves there are not very many tribes. The caves do not lead to the Darklands. They do hold many, many ancient cyclopes ruins. One of the lost ruins was a large cavern, with an open top that allowed the sun to come in. The cavern is heated by geothermal vents and water comes in from underground rivers. A few of these rivers flow to Silverstep lake.
Inside this cavern lays the setting of Crucible of Chaos. This location has been free of discovery for so long because the heat of the vents causes the top opening to be covered in clouds for so long, and the cave complexes are maze like. The lizardfolk and the shoggoth venture into the caves occasionally and prevent any dangerous threats from setting up a lair. They know the nearby caves well enough to avoid being lost, and spending a week in the caves is considered a coming of age ritual for the lizardfolk.
The compass will be in Vordakai's possession. It was in Varn's possession, but he thought it was just an antique compass. It was drained of magic until Vordakai took it and recharged it, recognizing that was a ancient magic item from the runes ringing around the outside of it. His own notes on it will hint that it is supposed to point toward "home" instead of north, and that a second needle indicates that the distance to that location puts it in the nearby Tors.

![]() |
3 people marked this as a favorite. |

More special kingdom events that I have added to my list:

Daronil |

Love this stuff, Caleb. I especially like the idea of tipping the PCs into "Crucible of Chaos". I'm always on the lookout for how to incorporate modules into APs - so far, I've managed to fit "Conquest of Bloodsworn Vale" and "Realm of the Fellnight Queen", but I hadn't thought of CoC until you mentioned it.

![]() |

I decided not to do Realm of the Fellnight Queen because I didn't wish to confuse my players. I had set up Nyrissa very well by the time they would have been able to run through it, and I felt two nymph queens would have just been too much.
I totally missed Bloodsworn Vale, which looks like something I could have actually used early on.
Carnival of Tears is a bit too far into the horror theme for me, and I think it would have detracted from my campaign. I do plan on looking it over for inspiration when it comes to building my Witchmarket adventure I plan on inserting between parts four and five.

![]() |

If this is going to turn into a discussion on how to use Fellnight queen, could we move it to a discussion about that? I don't mean to be rude, but I do have a few more things to add here and none of it is about modules I wont be using in my game.
For my thoughts on Nyrissa, see the discussion (I think I started) where I discussed her in super detail.

![]() |

Well, where I would have used it was in or after Part 2. Not because of levels, but because the fey influence is much stronger in that book than anywhere else and the Narlmarches are a great location for that module.
I could probably put it into Thousand Voices at level 12 or so, or be part of Book 6 where they have to fight their way to Nyrissa. I won't know until I get that point though, and I will have to really look at Bloodsworn.
What I am thinking I will end up doing, because the group keeps talking about the possibility of doing a few cohort sessions, is running a few of the modules as is but have the group create whole new characters just for those scenarios. Essentially, the modules happen within the kingdom, but not handled by the main party. The main characters might still benefit in that they could gain one or two of the best items discovered, and being successful in the modules will give benefits to the kingdom, like bonuses to the Kingdom stats, free buildings, or some other bonus.
If I did that there are a good number that I am considering adding in. Bloodsworn Vale, Crown of Kobold King (ran with an all Sootscale kobold party,) The Harrowing (we have a harrow deck fortune teller witch in the main party,) and Fangwood Keep are all modules I am interested in running in this way, but the players are ultimately going to be the ones who decide how many of these we run and maybe even which ones.
Others that I think would be fun to try out in this way but have a less likelihood of being run would be Feast of Ravenmoor, Mask of the Living God, Curse of the Riven Sky, Thornkeep, and No Response From Deepmar (changed to No Response From Candlemere if the party really does turn it into a prison island like they keep saying they will.)

Rickmeister |

Well, if you want my two cents:
I did something similar. Due to some mix-up and faulty time management, my group (Mithurdane 1) saved a certain Fort located in the Hooktongue. They however missed some very nice things in the Nomen Heights, which bugged me.
Second trigger was the fact there was some *** with some players, who decided after 3,5 years this just wasn't for them anymore.
So, I went ahead with those still game, and attracted two superb new players, and we decided to make a secondary party with in-game hooks (Mithurdane 2). As a sort of bonding "exercise" they are currently doing "Festival of Tears" (slightly modified) and they will be asked by the ruler to explore some parts of the Nomen Heights, thus enabling them to experience the missing parts (centaurs ftw!) and even create some follow-up characters in case things go badly.
In my other Kingmaker group, I will use "Festival of Tears" but without the "after the fireworks" part, just as a way to have some fun and do some candy apple munchin' and sack racing.
I'm also thinking about, but wondering what I will do with "Realm of the Fellnight Queen." I might just use it, but in the borderlands with Mivon, and will edit it slightly to have Roswynn in the end either escape ("My sister will hear about this!") or die cursing ("Sister, avange me!")