Kingmaker without the first two parts of the AP


Kingmaker


Soooo, Kingmaker looks interesting, but I have no access to the first two portions of the AP affordably unless I get PDFs. I've thought about buying them, but it would only be a guide. If I don't get the two PDF's for the beginning, I also won't have information on what's gone on before in regards to 3,4,5, and 6.

I do have ultimate campaign. I've heard that it's basically a more polished version of what Kingmaker #2 presents, though I don't currently have the background in regards to what happens with that to the story.

How plausible or realistic is it to run KM but with only having parts 3-6. Also what suggestions would you have if I intend to do this.

I have thought perhaps of using the Dragon's Demand, and with the release of Bitter Manor, perhaps those two modules to fill in for the first two AP's of KM. Is that a good idea, or something else should be done?


Starting with Chapter 3 (Varnhold Vanishing) would be pretty weird, since it is widely known as the 'black sheep part' of the AP. It's story arc doesn't really relate with the overarching plot of Kingmaker.

It really represents a break in the rythm of the AP to allow the PCs' kingdom to grow while they are adventuring abroad, allowing the events of Chapter 4 to take place in a well-established kingdom. It is a great chapter, in my opinion, but not as an introduction to Kingmaker.

Plus, the first two chapters are for me the very soul of Kingmaker. It is in those books you arrive in a totally wild, unexplored and dangerous region, travel in it until you know it like your pocket, and build you OWN city/kingdom wherever you want! This feeling really is incredible. The NPCs proposed are really cool, and the fact that the choices you make (who lives and who dies, who get to be on your council, how you deal with all the dillemas) affect the rest of the campaign is half the fun.

To emulate this feeling with a homebrew scenario and/or individual published adventures would necessitate a HUGE(I mean it.) workload for you, since you'd have to build the map, the encounters, the NPCs all by yourself while making it an exciting yet cohesive world. Plus, every chapter rely on the foundation created mostly by the first chapter. If you plan on doing it yourself of using another source, be prepared to heavily adapt almost everythinf from chapter 4 to 6 so it stays in the boundaries of what you've created in your 'replacement chapters'.

Have you considered buying the PDFs and print them in a office supplies store? It costs only a few bucks (especially if you stick with black and white) and you can put it in a binder. Those services usually offer binding, which make your print almost like a real book.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The first installment, Stolen Land, is probably the easiest to dispense with. Starting with the party receiving their charter to establish a realm in Rivers Run Red is a logical entry into the rest of the AP.

Part of the action in installments 3-6 (as well as RRR) is tied to the defense and expansion of the PCs' realm. By starting with RRR, the "organic"/"sandboxy" feel of the AP is heightened; the PCs are also more likely to be invested in a realm they've built "from the ground up." You can definitely use Ultimate Campaign for the kingdom-building and mass combat rules, instead of what's in the AP, but giving the PCs a chance to start as rulers of a new nation has more benefits than the purely mechanical.


Chuckbab wrote:

Starting with Chapter 3 (Varnhold Vanishing) would be pretty weird, since it is widely known as the 'black sheep part' of the AP. It's story arc doesn't really relate with the overarching plot of Kingmaker.

It really represents a break in the rythm of the AP to allow the PCs' kingdom to grow while they are adventuring abroad, allowing the events of Chapter 4 to take place in a well-established kingdom. It is a great chapter, in my opinion, but not as an introduction to Kingmaker.

Plus, the first two chapters are for me the very soul of Kingmaker. It is in those books you arrive in a totally wild, unexplored and dangerous region, travel in it until you know it like your pocket, and build you OWN city/kingdom wherever you want! This feeling really is incredible. The NPCs proposed are really cool, and the fact that the choices you make (who lives and who dies, who get to be on your council, how you deal with all the dillemas) affect the rest of the campaign is half the fun.

To emulate this feeling with a homebrew scenario and/or individual published adventures would necessitate a HUGE(I mean it.) workload for you, since you'd have to build the map, the encounters, the NPCs all by yourself while making it an exciting yet cohesive world. Plus, every chapter rely on the foundation created mostly by the first chapter. If you plan on doing it yourself of using another source, be prepared to heavily adapt almost everythinf from chapter 4 to 6 so it stays in the boundaries of what you've created in your 'replacement chapters'.

Have you considered buying the PDFs and print them in a office supplies store? It costs only a few bucks (especially if you stick with black and white) and you can put it in a binder. Those services usually offer binding, which make your print almost like a real book.

I considered the PDFs, still unsure. I bought a PDF from here recently, and did exactly that, but it turned out more expensive then I thought and it was very hard to convince them to print it (they wanted a signature from the publisher that it was okay for me to print it out!!! eventually I pointed to the stuff indicating I actually bought it, but they really didn't want to print and bind it).

But I have also considered buying the PDFs and using them to script the first two adventures based on Dragons demand and Bitter Manor into something similar to what they'd experience in order to conform with the latter 4 modules.


Dragonchess Player wrote:

The first installment, Stolen Land, is probably the easiest to dispense with. Starting with the party receiving their charter to establish a realm in Rivers Run Red is a logical entry into the rest of the AP.

Part of the action in installments 3-6 (as well as RRR) is tied to the defense and expansion of the PCs' realm. By starting with RRR, the "organic"/"sandboxy" feel of the AP is heightened; the PCs are also more likely to be invested in a realm they've built "from the ground up." You can definitely use Ultimate Campaign for the kingdom-building and mass combat rules, instead of what's in the AP, but giving the PCs a chance to start as rulers of a new nation has more benefits than the purely mechanical.

Thanks, so it's sounding like perhaps I shouldn't try to do my idea...


I have mixed feelings about SL. On the one hand, I think it's a very important AP for setting up several things, including the Erastil material, the Sootscales, and several NPCs who can become important to your players. But at the same time, it is a little superfluous:

1) A lot of the hexploration feels superfluous when the Stag Lord and his bandits are hanging around.

2) Given that the AP is called "Kingmaker," players know that they're going to be building a kingdom, so the module itself might feel like work for players.

If I had to re-run it, I would consider repackaging SL as a prologue, rather than a full AP on its own. I would begin with the Swordlords giving the players a "settle the land" charter and a suite of previously explored hexes. I'd keep the Erastil Temple, the bandit encounters (perhaps even ramp them up!), the NPCs, the mite-kobold war, and Tuskgutter (for sentimental reasons), but I'd trim the module down to one or two play sessions, with the Stag Lord as a much more active (if still alcoholic and grandiose) villain.

That said, I think both SL and RRR are important. Even more than the kingdom-building, NPCs who grow and change over time really are the soul of this AP. My group is in the middle of RRR right now, and my players love (or love to hate) Auchs, Akiros, Dovan, and Jhod Kavken.


I think starting with #3 could work just fine.

When(If) they finish Big V's dungeon, the powers that be can grant them the rulership of Varnhold and the surrounding hexes, and you can pick up from there. One of the PCs could be a relative or designated heir to Varn, if you like.

You'd need the map from books 1 & 2, insert your own favorite monsters appropriate for their level, before starting book 4.
- Or, you could just hand-wave that they subdue it over time, and start book 4.
- Or you could leave it as an unoccupied buffer zone between their new land and Drelev, and start book 4 with Tatzylford calling for help from their greedy neighbor.

Yes, you will miss the fun of starting a realm from scratch, but your starting point won't be too far from that start-point.

Silver Crusade

At 1st level, exploring "sandbox" style is challenging. Crossing rivers that have no bridges, that are hedged in by thick briars, is an adventure that forces players to rely on non-combat skills. Weather, such as spring tornados, can be fierce, even deadly. Players will account for cold weather at night (do they take exposure damage), whether they have enough food or must live off the land, and have the wonder of not knowing what lies behind the next hill.

Higher level adventures lose a lot of that luster. Skill checks and saves are high enough that the earlier non-combat events pose little threat. Most parties can magically create food or have magical storage so food is not a concern. If you skip Stolen Lands, you lose a lot of the magic that made it the flagship for one of the most popular adventure paths.

The 2nd module is heavily adjustable, and if you have the hex map you probably could create your own setup. It's really about starting up your kingdom and handling the threats in the more dangerous "south" that 1st level characters would have perished in. Many players opted for the "monster kingdom" campaign idea, and it's a good one.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I don't understand why you can't run the adventure directly from the PDFs? Do you not have access to a laptop or tablet of any kind.

I mean, it's understandable if that's the case.


I don't do well with a computer (or any computers or tablets) at the table when playing. It seems a little less personal...at least to me. In addition, I can't really flip through a PDF as quickly or as easily, and normally for me to be able to read it I need it magnified large enough that the PDF only shows about a third of the page at a time, so to read anything or go through it requires a LOT of scrolling.
For me, I can't really run it off PDF.


Lee Hanna wrote:

I think starting with #3 could work just fine.

When(If) they finish Big V's dungeon, the powers that be can grant them the rulership of Varnhold and the surrounding hexes, and you can pick up from there. One of the PCs could be a relative or designated heir to Varn, if you like.

You'd need the map from books 1 & 2, insert your own favorite monsters appropriate for their level, before starting book 4.
- Or, you could just hand-wave that they subdue it over time, and start book 4.
- Or you could leave it as an unoccupied buffer zone between their new land and Drelev, and start book 4 with Tatzylford calling for help from their greedy neighbor.

Yes, you will miss the fun of starting a realm from scratch, but your starting point won't be too far from that start-point.

Great idea Lee Hanna!

The PCs could be hired by Restov to find out what's gone on in Varnhold
& take over like you suggested.

The Stolen Lands (which they should ordinarily have subdued in parts 1 & 2)
have actually been too much for the group of adventurers sent there, as
their whole party was killed by the Stag Lord & his bandits...

Your PCs then get to subdue the Stag Lord, rebuild that area (which
already perhaps has a town that they can link their nascent kingdom to,
& then carry on with book 4, just like nothing out of the ordinary has
happened...


Philip Knowsley wrote:


Great idea Lee Hanna!
The PCs could be hired by Restov to find out what's gone on in Varnhold
& take over like you suggested.

The Stolen Lands (which they should ordinarily have subdued in parts 1 & 2)
have actually been too much for the group of adventurers sent there, as
their whole party was killed by the Stag Lord & his bandits...

Your PCs then get to subdue the Stag Lord, rebuild that area (which
already perhaps has a town that they can link their nascent kingdom to,
& then carry on with book 4, just like nothing out of the ordinary has
happened...

How about some politicking between the players' realm, based in Varnhold, Drelev farther away, and the Stag Lord, the kobolds, and Hargulka's troll kingdom, each with a few hexes under their belts, too? Dancing Lady may be moving on the forest fey for control, and any of these could be looking for allies.

It could be a combination of Cold War and conquest-race between the PCs and Drelev/Armag, who are fronting for Irovetti.

Wow, I think I may do this, when/if ever I run KM again.


What if the pcs were hired by the baron of the kingdom you build in parts 1&2 to investigate the Varhold area, then upon returning they find that the council of their kingdom has been assassinated by Drelev. You could ignore the Tiger Lords plot line entirely and instead have the PCs attempt to regain control of their kingdom with subterfuge and then go after Drelev as the second part of book 4.


Or .... What if they come from the other direction? The Sixth River Freedom: "You Have What You Hold." The players are aspiring landowners from the River Kingdoms. They hear that people have vanished in a village to the north. Sensing opportunity, they head up to check out Varnhold ... only to find EGAD!! it's infested with Spriggans. In this version, they deal with Vordekai first, then with the Stag King (a jumped-up bandit lord), Hargulka (a troll warchief), Sootscale (isolationist kobolds who worship a heretofore unknown deity called "Old Sharptooth"), and Fort Drelev. In this version, mass combat is going to come up early, as will diplomacy. I highly suggest two things:

1) Diagram out the territory controlled by each of these little kingdoms.

2) Read up on the Diplomatic Edicts in UC.


So, with some other comments in regards to my players composition and group preferences, really considering buying the PDF of RRR, doing the expensive/tough thing of printing it out myself, and then getting it bound.

Options would be JR (leaning heavily towards this), CC, SD, or KM.

Do you think it would be worth it to do this in order to run Kingmaker?


Well, after patience and waiting, it appears I actually procured RRR hardcopy. Still don't have the first one, but I have the second part now. Some have indicated that this could be a good starting point. It appears we don't have the exploration, but we would have the kingdom building aspect.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
GreyWolfLord wrote:
Well, after patience and waiting, it appears I actually procured RRR hardcopy. Still don't have the first one, but I have the second part now. Some have indicated that this could be a good starting point. It appears we don't have the exploration, but we would have the kingdom building aspect.

RRR is a much better point to start.

If you really can't stand running book 1 off the PDF, then perhaps you might want to run a module instead?

Dragons Demand takes characters from 1st to 6th level, perhaps as a reward for completing that adventure they are given the charter to colonize the Greenbelt?


That could work, I already have Dragon's Demand, haven't ever run it yet though.

Dark Archive

The first two books are the best part of the entire Adventure Path. Don't skip them.

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