After the PCs help Audrahni complete her prayer/ritual in Magnimar, the AP mentions that she should be back to a full Cleric by book 3.
Is there any mention of her after that? Is she assumed to be traveling with and helping the PCs? Or that she remains in Magnimar and becomes a full time worshiper of Ashava again?
My party for this AP looks like this:
Human Sister in Arms Cavalier
For the fourth spot, my player wants to run a Druid.
Any advice on something that would be thematically appropriate for this AP?
The "Heroes of Sandpoint" killed Karzoug, so I'm not sure how she would have gotten it.
Darth Krzysztof wrote:
Marco Massoudi wrote:
The Beardinator wrote:
JJ stated: It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.
I'm pretty sure the "street date" is in early September (thats when Amazon, Barnes n Noble, etc have it listed for) - so we will most likely see the pdf and subscriber delivery of book 1 before the Players Guide goes up.
Oh, one more thing: How much time has passed since the previous two adventure paths in the series? Not enough to be a descendent of one of the original crews, I suppose?
I thought the Pathfinder timeline was the same as ours IRL?
The first book of Rise of the Runelords was published in 2007 (4707 AR in the Pathfinder calendar).
So... if Return of the Runelords starts in 2018 - only 11 years have passed. Not enough time for a son/daughter to be involved.
Unless they were able to get the Delorean up to 88 miles per hour? Then you'd see some serious s&%*!
The Beardinator wrote:
Any idea when the Player's Guide will drop?
Per Mr. Jacobs in another thread:
In more positive news, and as a peep from the Behind-the-Scenes department:
Just had a chat about how to do the Player's Guide's Table of Contents, so it's VERY close to being out of edit and still 100% on schedule to release when we planned, so folks don't need to worry about it being late. It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.
As far as Players' Guides go, it's one of the smaller ones. Not really any new rules subsystems needed for this campaign. We are, however, reprinting the maps of Varisia and the four major cities of the region in here—the adventures go all over the place and assume the players and GMs are familiar enough with those locations that we don't reprint the maps in the adventures themselves in order to save space, but wanted to have them out there for folks to reference easy as needed.
And thanks for the continued patience, all!
Gorbacz has no friends. ;)
You are correct about Alazinst. That was stated at the GenCon panel.
I have run Rise of the Runelords, Kingmaker, Skull & Shackles, Reign of Winter, Shattered Star, and Dragons Demand, for 2 players.
In some cases, they each had one character and I had 2 NPCs to round out a 4 person party. In other cases, they ran 2 characters each - often a "primary" and a "secondary" - but it worked.
In my early days of RPG games, I often ran for 1 person. We learned how to make that work, which is the situation I find myself in now, as I prepare to run Return of the Runelords for a single player. It will most likely be her running 2 characters and me providing 2 NPCs to make the standard 4 person party.
My point is: it is totally possible to run for one or two players. Don't let the lack of a big group prevent you all from having fun.
Nick O'Connell wrote:
Pretty sure, yes - this is the first time additional iconics have been used.They said there would be explanations as to what happened to the original PCs from RotRL (and why they are unable to tackle this task) - and seeing as how the Rogue, Cleric, Fighter, and Sorcerer were the iconics from Rise, it makes sense they would appear in the AP.
I'd love to see some Elf love in this book. Elves are always depicted as in tune with nature to a degree not really touchable by the other core races, and yet with their racial ability mods (+2 Dex, +2 Int, -2 Con), nearly any of the other Core races make for better nature-based classes (the Witch being the sole exception), as there aren't any Int-based nature-based caster classes. A racial archetype for Witch or Wizard that uses Druid spells would be awesome, or a racial archetype of Druid that uses Int as its casting stat.
I have always believed that Elves should have their +1 in WIS, and Dwarves should have their +1 in INT.In my games, that has been a house rule for a long time now.
I'm very curious to see how the PCs from Rise o/t Runelords and Shattered Star are explained.
This is a difficult question to answer.
I love Kingmaker. It is, by far, my favorite AP.
The beauty of this "sandbox" is that each DM/GM can make it their own.
DM Dudemeister, your stuff is amazing. I have used so many of your ideas, some directly, and some for inspiration, in my second running of KM.Thank you for all your contributions.
Regarding your ideas for a continuation to KM, couldn't you publish it the same way Legendary Games does? Their "plug ins" are made for APs indirectly, and they just had a successful Kickstarter for their Forest Kingdom hardcover.
I'd love to see you get paid for your amazing ideas.
I agree with those of you that prefer to have a physical copy in front of you when running a game. I have a PC in my game room, but I only use it to show my players a picture or a map. When it comes to running the game, I print the pdf and put it in a 3 hole binder.
I used to run from the actual books, but now I actually prefer running from the printed pdf. It allows me to mark all over it with my own notes, modifications, etc.
If you never ran Kingmaker before, I strongly suggest using the materials that have been shared on these messageboards. I ran it when it was first released and my group and I loved it. Now I am preparing to run it again, using a ton of modifications - so much so that it will feel like a completely new experience.
Unfortunately, I don't have an answer to your original question. I don't know if Kingmaker was too hot/cold for the Pathfinder community to warrant Paizo releasing a hardcover compilation. I just wanted to say that running it was one of my best tabletop RPG experiences (and I've been doing this for over 30 years). Please don't let the lack of physical copies cause you to miss the experience.
I GM'd Shattered Star, and while it wasn't my favorite of all APs, I did really enjoy part 2.
Why? ... without spoiling anything, it's a game changer. Nothing like that had ever been done before. It was cool, thematic to the AP, and my players loved it.
I ran Shattered Star for the same group that I ran Rise of the Runelords for, so that added to the fun.
I am currently waiting for the Legendary Games Forest Kingdom book to ship to me before I begin.
I would say that if you would like a "fey heavy" influence in your game, both Legacy and Realm would be useful. I am planning on making many changes to my second run of KM, including a lot of suggestions from the boards here. I plan to ditch book 6 entirely, but also plan to have a heavy fey presence in my campaign.
If you want info on the fey to introduce and use on your players, go with Realm of the Fey.
You are correct about the date (the Pathfinder calendar mirrors our real year) - but the AP mentions surviving winter weather, etc. - so I was wondering if this was supposed to start in late spring, early fall, etc?