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I like the idea of the Cyclopsed locations such as Candlemere Island and I think I'll add that to my campaign since I'm not up for making it all Old God related like most games. I think if the players interact with the tomb in Candlemere it causes Vordeki's tomb to emerge and be discovered in book 3.

One idea I like involving is that he and Nyrissa war against each other. After all if he fully regains his power he be a match for her and can ruin her plans with the Stolen Lands. So he starts building up an undead army by kidnapping Varnhold and the surrounding farms along with a few other locations for souls and zombies. It be fun to have with Fey army vs Undead army along with give more reason why those Sprigins are in Varnhold besides causing trouble.


The change I made for book 3 involves how Vord's reawakening leads to a conflict between him and Nyrissa. While he's not as powerful as her considering his thousand years sleep, he still has plenty of magic and the evil artifact he has.

Right now I'm trying to have Nyrissa minpilate the King player into help her complete her plans or eliminate enemies of it, such as the lich. Still her own fae minions cause issues as they start warring with Vord's growing undead army, which he is creating after kidnapping everyone in Varnhold. It could introduce minor army vs army set up between the players, fae and undead but overall its a bit more complicated in the end.


The battle with the Staglord was quite climatic considering. I had changed it to were he was not much of a drunk but a active (if crazy) bandit leader. Overall the players infulrated the bandit fort and poisoned his drink for the upcoming feast where also the bandits they had promised to pardon would help take over the castle.

So its the 3 players I have, a elf wizard, catfolk gunslinger and human paladin against the staglord. I had him focus on running into the next room and hiding, letting the bandits and later on the owlbear distract the players before sneak attacking then hanging back and retreating the next room. While they did not hurt him it still went well since he ran out of rooms and forced to run out of the castle for a fairy ring to contact his mistress.

So now with nowhere to run its a more direct fight and in the end they do beat him, however I gave him a 2nd form where he gets mutated into this large fae werestag monster. He's not much tougher but the extra health and damage resistance made him last the 10 round time limit until he escaped. Still very epic boss fight considering.


I've gotten a few titles for her considering the reworking I've done to the campaign I'm doing.

- Countess of the Entropy
- Watcher of Dreams
- The Thorned Whisper
- Mistress of Reality (If she wins my campaign that is.)

One idea I made is her having her own court (Court of Entropy) since it can give all sorts of titles really.


I noticed but for some reason if I favorite a post and refresh page I can edit it again. :P


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Book Six Changes

While the other book changes are not completely sorted out, there are a few details I have in mind for the final book.

What if Nyrissa Wins?:

As explained in the pre-adventure section, Nyrissa plans to merge her own demi-realm of the First World into the Stolen Lands after the Fairy Rings are fully empowered. Once that happens it follows the same system of the month long invasion style were the players need to repel the many odd and dangerous creatures that appear in the kingdom, along with the alien world fusion the Material World and First World.

If the players fail to force back the merging, Thousand Breaths and a large portion of the First World merges into the Material World, creating a devastating blast of reality altering energy that will kill, mutate or just mess up the inhabitants of the land. Mattering if the players survive they get a final chance to face against Nyrissa but it's set up as a doomed battle since already she is absorbing the full powers of the merged planes. Still, Brair maybe a last hope, so perhaps if it is empowered enough it can at least slay her even if she has reached need godhood although it would not reverse the merging.

After the merge she will be quick to decree her rule over all, promising protection for those her serve and suffering for resisting. Mattering on how the players react and interact her she maybe willing to spare them to serve her maybe even offering a king player to 'rule' beside her. Overall its still considered a game over but if eager players deciding to serve her could continue the whole adventure...focusing on conquering the surrounding countries and kingdoms!

What if the Players Win?:

Overall there is little changes to the ending from the book. Either killed by normal means or Briar, she dies in the same way detailed in the book, although if killed by the sword I thought of adding more to it. Perhaps new powers can be unlocked for it, although I'll detail that in it's own section. Also with her death there will be a massive reward of First World energy as well.

In the end mattering if The House at the Edge of Time is forced prematurely into the Material World or not, it could lead to some powerful Fey being thrown into the normal world. If it is not forced into the Material Plane, the demi-plane she created will start to fade apart as her created world starts to rejoin the overall First World plane. After that it's fate is in the hands of the Eldest.

As for the Fairy Rings their power will remain but be greatly drained after all these events. While First World energy can be absorbed and they still can work as portals, they take more time to recharge. The players can still use the Rings but they also must remember the danger they can pose with the creatures that can escape from them or the merging plan happening once more from another ambitious Fey.

After this everything is up to the DM and Players. The set up extra adventures and ideas are perfect to use, the First World adventure being a perfect choice.


Book Five Changes


Book Four Changes


Book Three Changes


Book Two Changes

Town Build Sites:

Another game aspect I haven't changed from the book are the recommended city locations. Oleg's location offers more builds at the start with a few houses and offering two low cost buildings. Guildweave serves as kingdom building adviser and he will always recommend Olegs to be the spot of the first town. He will pressure to build the captial at the Stag Lord's Fortress since the half rebuilt castle can be fully fixed and the access to the river ways into the River Kingdoms. Right now nothing more to really add on this topic.

Preset Kingdom Events:

This focuses on the story based kingdom events detailed early on in the second book. Overall there are little changes needed to his section, but Grigori and the Gyronna Cult can play more of a foreshadowing role for the events of later books. Grigori will follow his spy role, trying to turn the subjects against the leadership if there are major problems or issues around, such as taxes or increased monster attacks. If no such problems exist he should remain hidden until such events happen or he can secretly go about causing problems in the current city.

One idea can also involve him being an ally for the Gyronna Cult since after all Pitax does work together with them and the barbarians that appear in book four. He could give them information to avoid being caught while using the disappearances or cult actions to aggravate the people. In the end he and the cult will be exposed although for him he will calm to have diplomatic immunity or at least stand a fair trial. It could lead to him serving as a double agent for the players for the right price or using a geass on him if they are capable.

Hargulka the Troll King:

Here comes my first major change to book two. With the Stag Lord's death or defeat, Nyrissa now needs a new champion within the Stolen Lands to continue empowering the Fairy Rings along with forcing away the Players who meddle in her plans. Scraying the southern area she would discover the trolls and Hargulka, a troll who has a greater intelligence and cunning...at least compared to other trolls. Seeing potential in him, she sends the Mad Hatter offering gifts and First World energy to him.

There are many gifts, one being a crown which functions as a headband of intelligence, along with First World energy to make the enhancement permanent. Next is the powerful thundering mace and then his necklace of fireballs, both so he can set his dominating role over the rowdy trolls. With greater understanding and ambition, Hargulka sets about using his new powers and gifts to form his own kingdom of monsters. With his vast swamp and woodland area, Nyrissa has her Fey go about empowering the Fairy Rings while the Hatter stays as a spy and adviser for the troll.

The troll king sets his sights on recruiting the lizardfolk into his kingdom, but they are quite hesitant because of their past warring with the nearby trolls. The Hatter however uses powers and contacts to find a will-o-wisp to work with him, but that will be detailed later on. However the troll king will also be set on getting the kobolds into his kingdom next, sending a Fey ambassador to them. Mattering if the kobolds were killed, left alone or recruited into the Player kingdom, it can lead to all sorts of situations.

If the kobolds are allies or in the kingdom, they will be quick to tell the Players of the ambassador and about Hargulka. While they don't agree to his offer, they are fearful of his wrath and will ask for the Players protection or to solve this problem. In the end he will be forming an army to invade the Players kingdom and enslave the kobolds if they refused to join him. This is to set up two options, the players must build a small army to face against Hargulka's small troll army or slip through his territory to kill the troll king in his lair.

As for his lair and the fight with him, very little his changed besides his new abilities with First World energy. However if he is badly wounded he will try to flee through the Fairy Ring in his throne room, but he will face horrible punishment for his cowardliness. Nyrissa will torture and mutate the troll with her powers, making him a possible returning enemy in future books.

The Lizardfolk:

The Lizardfolk have kept an eye on the Players Kingdom but chosen not to get involved unless they intrude more into the swamp lands. However with the Trolls being organized by Hargulka they now have a more defensive stance to them. While they don't agree to join with the trolls because of past conflicts, they do have fears of the Players who they don't know their intentions along with the fact the unified trolls can easily defeat the tribe.

However the Mad Hatter takes matters into his own hands by recruiting a will-o-wisp. Using the wisp to murder the lizardfolk chieftain who goes out hunting, he uses his magic hat to change into him and take his place. With the wisp, he then uses it as a cover as being the spirit of the last great chief, while encouraging the capture and sacrifice of outsiders to feed the wisp. As he gains control with fear and his own powers, he plans to have the tribe join with Hargulka and war against the Players kingdom.

That does change however when the Players encounter the tribe itself, either from the rumors or the disappearance of the boy. Unlike the wandering villagers or travelers, the lizardfolk would not go against the Players but the guards can be convinced that the mean no harm and wish to discus peace with the tribe. Of course attacking the tribe will be a more simple if blood solution. Meeting the fake chief, he will be very hostile to the Players (Since they ruined his plans with the kobolds) and constantly say any talk for peace are lies. Many of the tribe will be divided by loyalty to the chief and the Players promises based on diplomacy.

In the end the fake chief will attack the Players with the help of the wisp and any lizardfolk willing to fight for him. If defeated, the Hatter's true form his shown and using First World energy will most likely escape again. With the truth shown, the tribe will now appoint a new chief but will be thankful to the Players. If convinced, they can help in fighting the troll army of assaulting their lair. However to have them join the kingdom will be a tougher choice since they prefer independence, but that can be a separate goal later on for the Players.

Ring of Bestial Friendship:

This ring which plays a role in some trouble in book two plays a part in the first one now since I found it's whole apperance in the next book very odd. One aspect about the Stag Lord is how he seems able to control animals and beasts. This is done because of the ring which was gifted from him by Nyrissa for his good work controlling the Stolen Lands. He does show off it's power to his bandits or guests to.

While he does not use the ring for combat uses, he keeps on him at all times. What happens is during the fight with the players, he loses the ring when he runs or it gets knocked aside in the fight. At that point the new user will steal it away but the ring becomes cursed afterward. Its use and fate return in the next book.


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Book One Changes

Stag Lord:

From the original book I never liked how the Stag Lord was set up. He was not that involving of a villain, being lazy and a drunk, someone who does not interact with the players that much until later in the book and mainly in a fight. In book even encourages that he is assassinated instead of directly fought, which makes him seem easy to throw aside and not that big of a villain despite how strong he is. Now lets get to the changes I made.

From the start the Staglord is less of a lazy drunk and more of militaristic bandit leader. I've set him up for controlling the region for more then a year, having even partly rebuilt the fortress his bandits live in as part of his grander plans to rule the Stolen Lands and even the River Kingdoms. However I've added more bits to involve Nyrissa with him, much more then what the book offers. She does appear to him, giving promises of real power if she serves him along with even saying she become his queen as long as he does as she asks. Giving him the his magic helmet along with empowering him with Fey energy (Another plot point I will discus).

After a year in the Stolen Lands, he continues to gain more powers from Nyrissa along with knowing more of her grand plans involving the hidden power of the Stolen Lands.(Which will be detailed next)She gives him the Ring of Beastfriendship, an item which plays a role in the 2nd book, but this version works as it should, giving the Staglord control over creatures and making him seem more powerful to his bandits along with anyone going against him. A few months before the players are involved, Guildweave is captured to stop the colony plan and because of his personal interests in the hidden powers of the land. This in turn brings the characters into play.

As they explore and handle the bandits, they will know more of the Staglords supernatural powers. If they cause too much trouble for the bandits, he may even ride out to search for them and possibly lead to a fight or the players forced to run away. This is not meant to kill them but show just how dangerous he is. However if the players going with a friendly approach with the bandits they can have a less hostile meeting with him, but he be set on ruling the Stolen Lands and will be difficult to convince to join as an ally.

As for the final conflict with him, it matters if he is captured, killed or escapes. If he escapes though I plan for him to go to a place of Fey power to ask more power from Nyrssia. As punishment for failure, he would be changed into a monstrous stag creature but he retains his intelligence. If the players chase after him they can face him in this new form but its expected to be too much to handle or a difficult second phase of fighting him. If he escapes again he can continue to play as a recurring villain into the second book and beyond even.

The Bandits:

The bandits of the Stag Lord in the book were an interesting bunch having many unique characters in it, but they were not used until the final parts of the book. Overall they also were very generic with how they acted and such, which made them less interesting to me. So with the stronger leadership involved with the Stag Lord they have changed as well.

Having a more organized set up with rebuilding the Stag Fortress and doing more then just raiding traders and Oleg's Outpost, the bandits prove to be a more dangerous threat. They continue to bother the Oleg's Outpost demanding 'taxes' for living in the Stolen Lands, which if not paid lead to them raiding the outpost. However the group does after a split in it with some bandits wanting to break away from being outlaws and also being superstitious of the Stag Lord's powers. Mattering if the players use a more diplomatic approach they can be convinced to join the players and go against the Stag Lord like in the book, but a small yet strong amount will be loyal to him. Overall the real change is how they act towards others and their habits through the area.

Oleg's Outpost:

Being the first place the players will go to, Oleg's Outpost is a key location throughout the first book and maybe even farther on if made into a city. A few changes are made such as making the outpost a bit bigger to be more of a village, having a dozen so workers and simple guards there but no enough to face against the Stag Lord's bandits. As for Oleg and the many characters living there they're basically the same as they are in the book.

For me I changed the bandit encounter with them breaking in to steal horse to them arriving and demanding 'taxes' to be paid. Oleg serves to point out areas where the bandits maybe hiding out, but does not know of their fortress. He will point out of Old Temple and the Sootscales, who he believes may know the location of the bandits while also stating the trouble the kobolds are causing.

Jack Guildweave:

Now this character is not at all related to the original book and is one of my personal creation. Guildweave is a gnome noble of Brevoy of the House Orlovsky. His family use to be a minor merchant noble family before being absorbed into to greater Orlovsky family. Because of his adventurous nature he was very eager to accept the offer to lead the expedition south to the Stolen Lands, but also because he was interested by Stolen Lands themselves. Studying their history and past expeditions, he is curious to understand the land and also because of a calling feeling that the First World connection to it.

Being sent out to the Stolen Lands, he spends a good amount of time researching the Fairy Rings and the past civilizations that lived in the area. However his group gets attacked by the Stag Lord and his men, leading to his capture as he talks them out of killing him. Once saved, he serves as the players guide to understanding the First World and the energy they had discovered. He also aids in kingdom building and a informant for the rest of the books. There are a few plot ideas in mind, maybe with him finding ways to harness First World energy or maybe having his own hidden plans in using it.

Other Inhabitants of the Stolen Lands:

Overall with the encounters in the Stolen Lands, most of them are unchanged. However I focus on putting more Fey and magical creatures in random encounters. The Fey serve more of a social aspect and magical creatures more as threats or an oddity.

One major change is to the Sootscale kobolds. Overall I've made them more of a peaceful group who show their more aggressive side if threatened. They can be quite bloodthirsty but quick to befriend. Their shaman however is not a kobold but unlike his back story of being a evil gnome reincarnated he is in fact a minion of Nyrissa. He's a gnome sorcerer called the Madhatter, which is easy to guess what he referances. His signature look is his big colorful hat which is a Hat of Disguises that allows him to change his shape and form, giving him a spy role. Overall his goal is to control the kobolds while empowering the nearby Fairy Rings as part of Nyrissa's plan.

Chief Sootscale will suspect that the shaman is hiding something, so when the statue ploy that the gnome used gets stolen by the wild mites the chief deeply doubts it's 'powers'. If the players help get the statue back, he confronts the kobold impostor who then tries to kill the chief, although the players will most likely defend him. When defeated he uses First World energy to cheat death before teleporting away, promising revenge and also warning of the dangers messing with the Court of Entropy. Overall this is meant to foreshadow the Court and to create him as a recurring villain since he can easy disguise himself and cause all sorts of trouble within and out of the kingdom.

<Will add and rework post!>


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So after over a month of planning and reviewing I've made a quite reworked story on the overall Kingmaker campaign. I've taken many elements of the base books still but changed the overall end game goal of the true villain and other villains of the adventure.

Anyway post what you think of my ideas and changes to the adventure!

WARNING SPOILER BELOW!!!

Pre-AdventureStory Changes

War in Brevoy:

This one is changed to be more involving throughout the story since Nyrissa plays a part in it. The main point still goes with the nobles of Brevoy going against the Swordlords of Rostland, following with the south fighting to separate from the overall kingdom. However when the current king and last known heir to the throne is suddenly assassinated, leading to Noble Houses to blame the south as the start of their revolution while the Rostlanders blame the nobles as a grab for greater power. In the end it was a Fey assassin Nyrissa sent to cause chaos, part of a long term plan she has with the king of Pitax and for her own goals. In the end mattering if the players are supports of the Nobles or Rosland, they are sent to the Stolen Lands by the group they support which in turn will effect the up coming war.

Some of Bevoy's main noble houses know that civil war will break out, but know that the when it happens the other nobles, military leaders and other influenacal people of the kingdom will be too divided or infighting over the throne to quickly unite against Rostland. So the few noble houses form an alliance and make a plans to create colonies and outposts south of Rostland in the Stolen Lands. This way they can get a southern position and have a major source of resources as well. However problems come when their largest expedition group is captured by the Staglord, but that will be detailed next.

The Stolen Lands and First World:

There is a plenty history with the Stolen Lands, considering the many ruins of past empires, kingdoms and so on that have oddly failed or been destroyed. Much of this is related with that of the First World, the world of the Fey. This point becomes the main focus of Nyrissa's plans.

In First World and the Stolen Lands share a unique connection. The First World has a exactly if still otherworldly version of the Material Plane, which is unlike the rest of the ever changing world of the Fey. Because of this there are many portals to the first world, mainly mushroom rings. The energy of the First World seeps out from these portals, leaking in and affected the area slightly but overall not changing the world dramatically. Still it explains the many magical creatures, plants and Fey in the Stolen Lands. Overall the reality changing powers of the First World are exposed to the Material Plane which plays a unique role for the players and grand plan of Nyrissa.

First World Energy:

Because of the close connection between the Stolen Lands and the First World there are many portals between them in the from of Fairy Rings, mushroom circles that are hidden around the land. These portals seep out First World energy, raw magical power that changes reality around it. While the energy from these portals creates havens of beautiful nature around them they also affect the area by creating magical creatures, allowing Fey to enter the Material World and affect nature as well. However, this does not affect the overall region too majorly that it causes too much attention.

At one point the players will discover one of these Fairy Rings, either by through quests or exploring. When one or more nears the ring they will be zapped by the energies of the power, which cause minor pain at first before suddenly having a healthy feeling to them. For older characters they feel strong and young again for a brief moment but it does not make any benefits. However this energy can now be tapped by the players allowing them to do the amazing and impossible, changing reality itself!

Now such a thing sounds much too powerful to hand the players, but First World energy works as a unique hero point. Using a point they can reroll, gain a bonus to the roll, cheat death and so on. However certain classes have other uses for it such as allowing a Paladin to gain a extra Smite or a Wizard to use spell they know but had not prepared. Although based on how powerful the ability or spell they wish to use, the higher the amount of energy is needed to do so. Also if the players collect the energy that can spend it to change the world or themselves in greater manners, such as granting them more permanent powers.

There are some affects that will come into play as energy collected will also change them, giving some characters more Fey like or other worldly looks. Also the portals and energy play as a danger to the later stages of the adventure and key to Nyrissa's plan.

Nyrissa:

Now for the deadly Fey Sorceress. Back story wise she is very much the same, being powerful member of the Summer Court. Falling in love with Eldest, Count Ranalc, who gave her greater magic the with her confident in her grand powers and even claiming to me as mighty as the Eldest, rulers of the First World. However she was quickly punished for her claims and stripped of emotion to love along with some of her power, along with banishing the Count into the Plane of Shadow. With her love formed into Briar and tossed into the Material World, the void in Nyrissa fills with pure hate to toward the other Eldest who quickly forget about her.

In anger, she gathers her followers and moves through the First World gathering other Fey, forming her own unofficial court, the Court of Entropy. Using her great powers, she is able to create her own realm of Thousand Breaths to protect herself from the sight of the Eldest while she planned to find a way to defeat them all and free Count Ranalc. She soon learns of the unique connection between the First World and the Stolen Lands, along with the pure energy that is created between both dimensions. She learns that if this energy can be tapped in correctly, she could truly gain the power of the Eldest but also gain full access to the Material World as well. She planned fuse her new demi-plane and the Stolen Lands, an invasion either Court or Eldest had ever done.

To do this though she needed help from the Material World. She creates allies with many beings such as King Irovetti of Pitax and the Stag Lord. Gifting them magic items and First World energy, she instructs them to gain control of Fairy Portals and use special rituals to empower them. This process would take many years in the Material World, maybe even decades or centuries if the powers charge naturally. Once enough power is built she would be able to begin her invasion as detailed in the final book, bringing Thousand Breaths and a portion of the First World into the Material World. From there she gain the full power of the First World energy, enough to outmatch the Eldest and even gods. With this power she war against the Eldest and also have her armies conquer the rest of Golarion. Of course the players prove to be a threat to her plans.


Name: Jack Guildweave
Race: Gnome
Classes/levels: Bard 8
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb
Catalyst: Phantasmal Killer from Vordakai
The Gory Details: So after surviving a very tense fight with the cyclops lich and two dread zombie cyclopes warriors, we chase Vordakai to his throne room for the big final battle. Overall we are low on spells and relying on buffs we had from the last fight so our only hope is my buffing music and my level 6 barbarian cohort with a 3+ sword.

Things get complicated when we are trapped between Vordakai and his evil bathtub water elemental, but we are holding out why my barbarian just beats him up. However he suddenly focuses on me and using Phantasmal Killer, making Nyrissa show up to me. I fail my will and fort save...resulting in Guildweave screaming out in terror as he is strangled by the illusion. Lucky we had breath of life on one person to bring me back to save on a res spell...but still counts as a death!

Still would have been funny if I saved since I had a helm of telepathy, although I'm sure the spell would not affect the lich in the end.


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I'm not the DM for her but when we started a new AP with her in it she did the exact same thing from the VERY start of the game until we just silently dropped her since. Guessing from how she does not even ask about the game I'm running she did not care for whatever reason.

Anyway we has been part of this group for a year now, I joined it half a year ago. We have different GMs for different games and from everyone told me when they tried to tell her to get off the laptop she get annoyed and angry. Overall she is VERY immature and loud, but we sort of put up with it.

We are thinking of just silently dropping her since we normally invite her and someone goes pick her up. I think we should just go up and give her an ultimatum to either cut the laptop use, leave the game or just leave the group.


Heh good point. XD I did not order him to just defend me with his life, since this was a sudden surprise attack by soul stealing spirit things.

I never mistreat him as well so he has no reason to be against me or anything as well.


Kingmaker is by far the most open ended Adventure Path around. It is very sandbox styled and very easy to change around. You could consider each book more of a template with the different encounters, quests and main conflicts. If you put in the time and have plenty of ideas you could completely change the adventure path into something completely new.


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So right now my group is having an issue with a player who is never really interacting or focused in playing Pathfinder. Right now she is part of our Kingmaker adventure as a ranger who from what I gather is the last member of the noble house behind Choral or something like that.

Anyway she put a lot of effort into making this character's backstory but does NOTHING in the game. She is always on her laptop playing Minecraft or Tumblr, so she never tries to roleplayer her character unless spoke to and in combat she hardly knows what she's fighting, where her character is or what to even do. Also I NEVER see her with her sheet out and I wonder how she knows her stats completely by heart.

The issue is that she is taking up a spot in the game really. All she is useful is combat, but that matters if she knows what she's doing or if she even hits since she's horrible with rolls. We have other people interested in joining and we want to find some way to have her leave, but we don't know how to break it to her that we want her to leave this game.

If anyone has advice on this please share since the whole group is still debating what to do.


The last game of Kingmaker had a rough turn when the last fight involved the two souleaters attacking us in the Centaur Village. One was targeting me and the other our Cleric who just saved on all his saves on wisdom, but I had more trouble. So of course I rely on my barbarian cohort to protect me, although soon he's at 3 wisdom and raging while I'm at 5 and acting crazy.

So the barbarian gets his soul taken but we kill the souleater on the next turn saving him, although Guildweave the gnome bard gets a whole moment when he panics, cries and uses cure light wounds trying to reviving him which works. However, everyone in the whole group then starts ridiculing me for putting my cohort at risk, especially the cleric. I seriously did not expect this fight to happen and I could not really tell him to back down since I was busy being crazy from wisdom drain and the barbarian being half insane from wisdom loss and raging. If I could I would have told him to back down since the thing was after me, but could not with everything happening.

So my question is should I demand the characters to apologize for acting rude to me? I mean not the people themselves but in the game. After all they all keep trying to find some reason to blame things on me since I'm the gnome and the king, so I think its time I stand up more and try to take the leadership role seriously...as serious as a chaotic good gnome bard can be. XD


I have been thinking to use a Spelljammer like ship to be the reason for the adventurers to go around on their trip into the stars.

After some time thinking the adventure I had in mind focuses with a group of specialist mages, crafters and lots of rich backing to rebuild a crashed spaceship to do an never before done mission, explore the planets of the system. Overall I wanted it to have a Star Trek like feel focusing on exploration then having one big bad villain hounding the whole adventure, but instead with new enemies showing up at or between planets.

Still this is a tough adventure to even write or plan out since it is in space, but I could see an adventure path being made if the early parts focuses on repairing the ship before the launch into space begins.


I've been taking some time reading deeply into the Distant World Campaign Setting and the overall show of the different planets along with offered ideas of adventures on each of them made me wonder why there isn't a space AP. Overall I understand that it is quite an odd adventure to have, but its a setting that I find interesting.

An idea I have to make things build up from level 1 to 15 through this epic adventure would involve the first part taking place on Golarion in Numeria or next door country, maybe a group of adventurers getting offered a job to collect a bunch of important machine and ship parts needed to fix a space ship a wizard and a few other specialists are repairing. In the end the heroes are offered to join along this great exploration of the solar system as protection or also eager seekers of knowledge.

There could be a unique system made for travel, maybe a week or month system like Kingmaker but involving ship duties like Skull and Shackles which can affect the trip between worlds or cause encounters. Of course there would need to be an overall plot and conflict to be involved as well, but I'm sure anyone can thing of some distant watching threat. (Eox being a prime choice if people have read Distant Worlds.)

Anyway I'd like to hear opinions and ideas on this, just a little idea sharing threat on this subject. Maybe during the summer I may try making my own homebrew adventure around this once I get more time and set rules on things.


Funny thing is in that encounter the Pale Lady wanted my bard to preform for her. Since I was level 7 and put tons of points into perform it was now 15. So what happens is I get like a 30+ on my perform check but she begins her dance, although I'm also doing my own fascinate as well to affect her and her minion. She resists and her own fascinate affects half the party but the DM says my performance was so much higher then her's that I was not affected...so I won a dance off with a flute. XD


I've been able to work around the different problems of the adventure path so far by just doing minor changes to the story. Overall only two out of the four characters in my group even live in Riddleport while the others two came there to investigate the Blot in the sky.

I played out the first and second book very closely from how the books go, although with more little changes to it. Also the players kept the whole Drow thing a secret from the city. The Shin Rakorath overall is set to keeping the truth of the Drow hidden from the rest of the world and the general elven population, so it helps me involve all the players for the third book.

Right now in the third book I had the elf ranger and half-elf inquisitor given the offer to join the Shin Rakorath since they have done so well with Riddleport and the Devil's Elbow, although the human rogue and fighter are hired as mercenaries to join their war effort to fight the Drow along with buying their silence. I've made the elves much nicer except for a few, along with creating this underlining issue of elves being 'traditionalists' who don't trust the other races and believe the elves can handle things themselves.

The fourth book I may need help on figuring out since I have not fully studied it yet, but for the fifth book I plan to involve the general idea of the players being imprisoned, but only the human characters which involved the other two needing to free them and work with the elven queen to disband the Winter Council.


If you like a sandboxed like adventure you should go with Kingmaker. The main story line is interesting and the open exploring of a wilderness area that gets bigger with each book offers plenty of chances for unique encounters and quests.

The game also has a unique kingdom building system with the Players taking different roles in their own government. Some issues maybe involved with the kingdom building being boring or complex, also the Player with get a TON of money through the kingdom and be able to purchase top mark gear although the adventure is quite tough, even more to the last few books.

Overall, its a fun free form adventure that's main enemy if mainly fae and other magical creatures of chaotic nature.


Well turns out the whole flute of summoning animals is quite useful, since summoning a tiger or bear in a fight really tips the odds.

The whole issue with Candlemere was quite simple since in the end my Leadership feat helped out in gaining a half-orc barbarian who is related to our half-orc alchemist. Add that with a minor Hellknight against whatever freaky chaos monster we fought ended things quickly, along with the fact that I now have slow and haste.

After that was taken care of we focused on more exploring and soon discovered the Forgotten Keep along with all the evil fae in it and a surprise. Thing is back in Book One at the Stag Fort, Guildweave tried to start a rebellion by convincing one of the higher ranked bandits to join up with him in beating the Stag Lord. He talked with the female bandit Kressle and things went sour as she then tried to murder him. Of course I was level 3 but being a gnome and not skilled in close combat was in trouble. So I used Grease and with a quick candle throw set her and part of the fort on fire.

She still survived and got all two-faced from a burn, escaping after we killed the Stag Lord. After that the DM kept putting rumors about a women with a deep hate for gnomes, but we all soon forgot about that. That is until the Keep since when we are there she jumps out to attack me along with a Triceratops...yeah...In the end me and my barbarian bodyguard take her down and learn about how she was murdering traveling gnomes and...eating them...Seems She really hated me to be that crazy and even focus her new ranger levels to have gnome as favored enemy as well. XD


Last game was quite crazy. We went back to the lizardfoke village to save the captured boy, since Guildweave deduced they most likely had him even though everyone was all doubtful the only intelligent group that isn't working with us. So after a quite tough fight with the king and his lvl 7 cleric our DM added we got the Lizard people as our allies, although the Will-o-wisp that aided the king ran off. Overall a success. :P

After a few months kingdom building, we get to my character's wedding which is quite amusing with his family and his queen's family showing up. Overall, whole rich families of gnomes being rich gnomes. In the end I learn about the history of the family flute which came from Candlemere Island and a free Helm of Telepathy. :P

Now the next month involves something odder...like a animal crime lord...who is a shark...so...loan shark! Since he lives in Tuskwater Lake we head there since we have to deep with Crackjaw the turtle monster thing...although instead of being classed as gargantuan size, so we are fighting pretty much Gamera! XD So after a long fight with us just chipping his health away with bombs and spells we then work a deal with the loan shark and his shawagan goons, along with getting to Candlemere

Of course it turns out the island is connected to the Old Ones (Cthulu Beings) I even talk to something there to question about the flute leading to his conversation:

Old Ones: You return with what was our's...
Guildweave: The flute...umm...yeah...although why is it so important to you?
Old Ones: It had the powers to undo reality for out bidding.
Guildweave: *Gives big wide eyed look* Ok, so when my father stole it what did he do with it.
Old Ones: To stop our powers...he changed the enchantment...
Guildweave: To do what?
Old Ones: *Long pause* To summon bears....
Me: WTF!? O_o

Well...that was surprising and made me laugh for quite a long time. XD


Well I have done a few brave heroic things, such as killing the Owlbear by using all the fireballs I had from the Necklace of Fireballs. I even tamed the young owlbear we found in it lair, even better then how the ranger was. Also I helped defeat the troll king as well, although we more of just threw him in a portal and I hit him with hideous laughter to stun him until we could escape. I have taken story telling or whatever that is for my 2nd perform and so next game (tomorrow) I plan to Guildweave to spend a few months telling stories through the winter and finding some way to get that gem out.

Also his alignment is Chaotic Good. We have a chaotic good human cleric of Cayden Cailean, a chaotic neutral half-elf witch of the winter court, lawful neutral dwarf paladin of dwarfiness, a neutral half-orc alchemist, and a human ranger that is neutral good.

Anyway I'll share more stories after tomorrow's game.


I have been playing more of a peacemaker, since I was able to make an alliance with the kobolds and now working on another with the lizardfoke. No one in the group see's many of my plans stupid, its just the whole being a gnome and the happens they have that causes the issue.

I have watched Game of Thrones just to get ideas on how to be a better schemer, although I don't really have anyone in the group who plans to dethrone me since it be more of a loss and I'm liked by the people.

I guess one issue is how I am a risk with that evil gem in my neck and also another issue with my character's wife, who his grandfather had arranged a marriage with him, is some Chelliax. So I guess having a possibly evil wife is an problem. XD


So my group has been playing Kingmaker for a good while and we are at the point between the 2nd and 3rd book. I know a few details about the different books and the things that happen, but our DM has been creative to change things up to surprise us and also since we have a group of 5-6.

Anyway my character, Jack Guildweave, is a gnome bard following the noble born trait and from the start had an 18 Cha. Being the best choice for King role, I got the job but already having issues mainly because he is a gnome. We've already have run into the Nymph mastermind of the adventure, who I first encountered after taking a dive into a mushroom ring into the First World. Now she fused some gem into my neck to speak to me and recently even control me with Dominate.

Since getting the gem everyone is sort of unsure about Jack and also because I have caused plenty of mischief along the way, such as setting part of the Stag's Fort on fire, disguising myself up as an orphen to get into a house only to then sleep spell everyone in it and a few other silly things.

The issue here is how can I make other NPCs respect me, since most people would just laugh seeing a gnome ruling a kingdom...mainly because I'm short.