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![]() My players love Kingmaker, but are less than pleased with Kingdom Turns. They want to love the system and don’t want to just handwave it out, but the turns take forever and the quieter players struggle to find a place to include themselves. As game developers, we decided to make house rules to simplify and enhance certain things, and well, it eventually ballooned out into the alternate ruleset before you. This is our Kingdom Rules Overhaul – or at least a synopsis of the overhaul. We plan on writing our full rewrite of the rules for Pathfinder Infinite, but wanted to get the forums’ opinions before finalizing any drafts. These rules are a fairly large departure from the rules as written; other rules notes in the forums have taken a conservative approach to rules changes, which may be better for some tables. Generic Rules Changes and Philosophy The philosophy behind these changes
Rules Changes Removal of Investment and Size-based DC increase:
Currently, role investment has few benefits other than providing a status bonus to rolls (and making New Leadership easier). That status bonus counters the Size DC of a kingdom’s rolls at approximately the same rate. By removing both investment and Size DCs, it frees status bonuses to be tied to feats and special abilities. (This does mean a large Size no longer causes an issue, but that might not be a problem?) Removal of Influence:
The concept of a settlement’s influence is removed for simplicity. Kingdom turns must be taken inside a settlement. With the original rules, benefits that apply within the kingdom’s influence are rare; these can likely be safely removed without affecting any other mechanics. Farms can now be built anywhere; they do not require influence to be built, nor to reduce consumption. Replacing Boating with Information:
The Boating skill sticks out as being a strange choice, being the only skill tied to a terrain type. It seems like a very campaign-dependent choice, and one that’s not obviously useful for the Stolen Lands. I’ve merged Boating’s skills into Exploration (for the shipping parts) and Agriculture (for fishing), and introduced a new Economy-based skill, “Information,” in its place Information measures the kingdom's ability to learn about other factions through its civilians, merchants, and tradesmen who work with these factions daily. While Scholarship deals with research and learning, Intrigue deals with secretive methods of information gathering, and Statecraft deals with official channels, Information deals with the passive knowledge gained from a kingdom's strong economic bond with the world around it. Automatic Untrained Improvisation or Courtier System Variant:
As described in the kingmaker forums, skills quickly become auto-failures at even the middle levels. The common solution is to add half the kingdom’s level to all untrained skills, which is a quick and easy solution. For groups that want a variant to this that makes NPCs more important, we’ve made the Courtier System variant. With this variant, any NPC that might have experience with an element of kingdom management (ie, the Kingdom skills), can join your High Court as a courtier. This might be companions like Amiri and Linzi, story NPCs like Akiros Ismort, or even PC background characters like family members. Each courtier is trained in two Kingdom skills, a level, and has one specialization In this variant, ALL kingdom skill checks during a Kingdom Turn must be assigned a courtier, who is no longer able to be used that turn. If the courtier is trained in the applicable skill, you may use their proficiency bonus rather than the kingdom’s proficiency bonus; and if the check meets the requirement of the courtier’s specialization, that check gains a +2 circumstance bonus. For example,
With the Companion Guide, many companions have special activities during Kingdom turns; with these rules, these activities are replaced with an additional feat. For example
Please note: The courtier variant goes against the general philosophy of this overhaul and makes things more complicated. It is not right for every group, which is why it’s specifically a variant rule. Event Choices and Resolution:
Events are changed in a few ways. Rather than happening by chance, two events are always rolled and revealed in the Upkeep Phase, and are resolved during the Leadership phase rather than immediately. Each event is split into at least three options for resolution; the results depend on both the dice roll as well as the particular choice. For example, Local Disaster (Variant A) [Event +0]:
Leadership Activities and Phases
The Role Activities are summarized here:
The Leadership Activities are fairly varied, with each leader gaining five choices of activities, four of which are based on specific skills. All require a skill check which results in similar results as the official rules. The whole list is under the cut. List of Leadership Activities:
Ruler Invest in Heroes: Use Exploration to gain RP Issue Edicts: Use Politics to give an ally a circumstance bonus to a Kingdom roll. (gives a wider bonus than other “give allies a bonus” activities) Allied Information: Use Statecraft to gain Intel on an event’s result or on a faction of your choice. Inspiring Ceremony: Use Warfare to reduce Unrest Counselor
General
Emissary
Magister
Treasurer
Viceroy
Warden
In addition to their four skill-based activities, all leaders have “Resolve Event: Use one of your role-specific skills to solve an event.” Because two events are always rolled during the Upkeep phase, to avoid critically failing an event, at least two leaders must spend their Leadership activity on Resolving an Event. This rules change standardizes the number of activities per turn, rather than giving fewer actions to small parties and incentivising large ones. It also reduces the complexity of going through each phase. The challenge in a Kingdom Turn is deciding who will take part in events and who will roll their skills. The Role Activities make each leadership role feel a bit more unique, as each player gets a specific job to do in the kingdom. The Ruler gets to feel a bit more like a proper leader with the unique ability to double up another leader’s Role Activity. Additional Flavour Advice:
This is not rules advice, but moreso sidebars that we’d like to add. Quirks: When building a settlement, a structure, or an army, encourage the players to come up with at least one “quirk” that describes it. What might be a standard Tavern could be a dwarven-built tavern that’s slightly shorter than comfortable; or an army could have a pet bear mascot that they train. The High Court: Rather than jumping out of character for the kingdom turns, you can flavour the turn as taking place in a council chamber or in a large open hall. Have an NPC bring the PCs news of events, and encourage the players to decide what they do during the turn in-character. Even if you’re not using the courtier variant, you can have NPCs involved as messengers and assistants, bringing up ideas or commentary during the turn.
Additional Notes
This was a huuuge post – what do people think? I’d love to hear opinions and suggestions, if this seems like a good plan or not? ![]()
![]() Inspiring Entertainment doesn't work as written, to my understanding? The status bonus does, but the previous sentence "When you check for Unrest during the Upkeep phase" implies there's a Loyalty-based check to be rolled during that phase, but I can't find that in the rules.
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![]() Expanded Kingdom Rules: Courtiers This is an idea me and my players came up with, to help solve a few of the kingdom rules' problems, and to do something interesting with the menagerie of NPCs they've collected. Essentially, the companions and important NPCs you meet can be recruited as members of the royal court. This becomes vital, as every kingdom action now requires a courtier to complete for you. Of course, courtiers have their own skills and specialties, which can help shore up a kingdom's weaknesses, but they are limited in number, and are never more skilled than a kingdom's specialties. Some of the problems my group has with the kingdom rules:
Our solution is the Courtier System.
For example, your leaders decide to Trade Commodities, and are trained in Industry. They must send a courtier, but that courtier's skills don't necessarily matter since the Kingdom already has a high Industry rank; they decide to send Tristian. The leaders roll the skill check as normal.
Courtier Rules
Each also has one special trait which grants a +2 circumstance bonus to applicable rolls. For example, Amiri gains that bonus when dealing with Barbarians. This might be Warfare checks against Barbarians, trading with Barbarians, or hiring Barbarians as adventurers. GMs should try to let PCs come up with narrative reasons why a bonus might apply. When choosing to use a Courtier's skill modifier, no Kingdom bonuses (such as item bonuses from buildings) apply; however, penalties such as Unrest DO apply. At the start of your kingdom's creation, you begin with at least 8 courtiers in your court (even if that "court" only starts off as a couple logs around a campfire), and you can gain more as you progress through the story and befriend new people, or as the GM feels necessary. This pool is made up of Companions from the Companions guide, important NPCs you've met along the way, visiting representatives from other factions, future questgivers found in the book, backstory NPCs like family and friends, or just made-up-on-the-spot NPCs. Not everyone can be a Courtier; they must have some reason for being trained in a Kingdom Skill, but otherwise there is no limits to the number of Courtiers that a court can support. At every kingdom level up, you gain two levels to give to Courtiers. A Courtier can't be levelled up beyond the Kingdom Level. In addition, players can choose a new "Kingdom Feat 3: Courtier Training. You gain four levels to give to Courtiers; this cannot level a Courtier above the Kingdom's level." The limit to levels means that keeping an eye out for new and talented Courtiers is always important. Some example Courtiers
Amiri, Level 4, Warfare (Expert), Exploration (Trained). Bonus vs. Barbarians.
In my player's kingdom, they have a few NPCs based on their backstories.
Events With these rules, you can also change up the Events system. In my game, we move random events to happen before the rest of the Kingdom Turn, while all Courtiers are active. I roll the events beforehand, make sure I come up with a specific narrative for it, and come up with a few ideas that Courtiers might have to solve them that don't necessarily use the same Kingdom skill that the event usually calls for. These solutions might even change the results or the difficulty of the roll. The players can choose which Courtier to send, or even come up with their own ideas. For example: Nature's Blessing. A flock of rare red-breasted eagles has been spotted near the capital.
Example 2: Monster Activity. A nomadic tribe of goblins has been raiding travelers through our woods.
Conclusion
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![]() Thank you so much phntm, I think that's a great idea putting Nyrissa in a bit of an ally side. My party has already met faeries that know of her, and the baron seems interested in asking her about marriage, and even mentioned to me after that he didn't mean for it to be a joke. I might actually work on a sort of using-romance-as-manipulation subplot. --- 4. Civil War Since Chapter 5 as written is not great for my players, I'm going to use that time to play up the civil war in Brevoy. It's pretty interesting to me, and it'll give me a chance to keep some elements of war in my rewrite. Essentially, I'm going to use the materials in Game of Thrones and Venture Capital (both linked above) to have the players meet and get opinions of the noble houses in early Chapter 4. Angered that the Swordlords are sending the PCs into the Stolen Lands and hoping to gain a flanking position over the Aldori, the noble houses try to overtake the PCs by sending war parties, spies, and other plots. What are these plots? I...have no clue. Depending on how the PCs ally with the different personalities, I can see a number of different ideas.
As for the actual meat of Chapter 5, I'm imagining murder mystery plots, armies entering ther Stolen Lands, mercenary attacks, the beginning of wars happening in Brevoy that require player intervention, as well as stuff in the next point. 5. Yog-Sothoth's Cult Yog-Sothoth is an Outer God of gates, space, and time. The fact that Candlemere exists in the campaign makes me want to weave this in, despite being kinda outta nowhere? My idea: Choral the Conquerer is a worshipper of Yog-Sothoth. Or at least, he is now, as he saw an aspect of Yog within the Skywatch observatory. Canonically, we don't know who built the massive observatory, nor do we know ultimately what happened to the nearby cyclops, but for my game those are linked. Choral got the ability to create his own demiplane on the Lake of Mists and Veils from that event. I'm still piecing everything together in my mind, but in general I want Candlemere to be a more important location. The rites at the bottom are what the PCs use to challenge Choral's return. In addition to the above in Chapter 5, I'm going to take some of the plot with the Cult of the Bloom and instead change it to the Yog-Sothoth's cult, doing something to try and find and take over Candlemere. Nobody knows that Candlemere is where Yog's cult is centralized, including any Pharasman allies the PCs might gain. The Black Tears additionally are linked to Yog's cult (replacing the Cult of Gyronna that the Black Tears bankroll in chapter 4) 6. Golka Clan
In addition, I think the clan is planning more of a major thing. They're also seeking Hargulka's dwarven stronghold, believing it to hold some of the secrets to Choral's disappearance. It's possible they're going to be a big player in Choral's return - either as an ally or enemy of the players. This is something else I haven't yet thought of entirely. I'll try and think more before next post. ![]()
![]() I have a problem that might resonate with a few people here: my players know the story. Between playing the game and hearing stories about this classic adventure, they know everything Nyrissa has in store for them. Of course, they're great players, and aren't going to metagame with that knowledge, but my favorite part of GMing is player theorycrafting and end-game payoff when they realize you had something planned the whole time. So, I'm going to homebrew a lot of changes, and I'm hoping the people here can help me! The below is inspired by several dozen posts from the 1e Kingmaker forums and various blogs, some over a decade old, so many I can't credit all of them - but I'd like to shout out DaddyDM's post mortem, Erik Freund's Venture Capital, Dudemeister's Monster Kingdom, and Redcelt's Game of Thrones. There's one post I couldn't find that suggested the Golushkin dwarves were in on the Vanishing, but I can't find it. Additionally, a looot of this is inspired by the various tips and hints hidden around the Paizo books intended to inspire your own creation. My intentions with this are:
This is...a lot. Maybe (definitely) too much. But I'm gonna try? 1. Deprioritize Nyrissa
So what is Nyrissa now, what're her actions and whats her motivation? I...don't really know, to be honest. As mentioned in point 8, I'm removing the Bloom entirely (very cool but not a great fit for my players). She's influenced the Stag Lord and Hargulka, but I'm not sure to what end. 2. Choral the Conquerer
To try and keep his demiplane intact, he uses ancient cyclops magic which requires him to sacrifice suitably royal blood, which is infused with the divine energy of those who are ruled. Ruthlessly, he sacrifices his own bloodline, thus causing the Vanishing of House Rogarvia. But because the Rogarvians ruled through fear rather than by respect, the ancient ritual didn't hold together long. By the time the players' kingdom has become a nation itself, he needs another sacrifice, one of royal blood who's subjects love them (a sort of parasitical divine magic), and turns to the player kingdom to sacrifice (though whether or not the players are playing noble heroes or tyrants doesn't matter). As for Skywatch's closure, I'll list my ideas more in point 6. 3. Vordakai and Irovetti
For Vordakai, I think he's been awake for longer than the start of the campaign, over a century. He's trapped by Choral's magic, kept bound to his lair and magically restricted until Choral needs him. The ancient cyclopian magic that Choral uses was taught by Vordakai under duress. By chapter 6 though, Vordakai has gained some more freedom, enough to take over Varnhold. It seems like Varnhold's Vanishing mimics the Rogarvian Vanishing, though the whole town is taken rather than just a bloodline - perhaps only the Varn bloodline was used in the magic, but the rest of the townsfolk are just phylactery fodder. We can use this as hints for Choral as the final boss. As for Irovetti, I...don't know. He's already a menace. Maybe the Rushlight Treachery could happen much earlier, staking him as military events earlier on so the PCs can use their armies. I will need to read the chapter more closely. But I do want to keep him in hold of Briar, and use Chapter 8 as a climax for Nyrissa's story. Perhaps afterwards, even Nyrissa could become an ally. --- I've got some more notes to get out my brain and onto paper, so I'll continue this another time. I'd extremely appreciate any notes, opinions, ideas, or links to threads for anything above! Thanks! ![]()
![]() Hey, I wanted to give a shot at remaking the Stolen Lands map. This is hand drawn (well, in Clip Studio Paint) in Mike Schley's style. Each hex is 150px from edge to edge. The colour delineation should help if you're using the hexploration rules and need to know what kind of terrain something is. The only major gameplay difference between this and the official map is that I considered the the starting area as grasslands/gentle hills rather than full hills (though I think the official map was vague about it anyway). ![]()
![]() Something I've wanted to do for a while is add more literary themes to my campaigns, something to center my story and anchor my ideas around. All RPGs have "good vs evil" kinda thing, and Kingmaker has several themes already, I'm just not great at identifying them. I want to make sure I /do/ define them though, because my group is very interested in RPing the kingdom and I want to challenge them on this RP basis. Because building a kingdom is inherently political, I want to emphasize that I am avoiding any modern takes on ideological themes. I've had a conversation with my group about this - Kingmaker takes place in a fantasy world where Good Kings make their kingdoms thrive, and there's no global corporations or human atrocities happening behind the scenes. We're all fairly active politically, but we want to play RPGs where a child's understanding of the world is true. All of this is to say - be very careful using any of this, talk to your players, use safety tools, and try not to think about (gestures at everything). The Land Needs No Kings. This is like the classic "power corrupts" theme, but with a twist of society itself being corrupting (oh jeez, what did I just say last paragraph!). The line "This Land Needs No Kings" is spat by Oleg, and echoed by various folk in the lands (I'm dotting safer areas with small, unnamed 3-4 family thorpes). This means, if there were no "lords" around, the Stolen Lands would be peaceful. They want to be left alone. Society in this instance is the Stag Lord, Irovetti, Drelev, Armag, Vordakai - all human (well, and cyclops but they're the humans of their time) and all tyrants. I'm going to echo this with Brevoy and Mivon, with Brevic backstabbing and Mivonese infighting causing many of their people to risk joining the heroes' kingdom. Hargulka (who for some reason - even a decade ago when running the hot-off-the-presses original - I thought was female until writing this) is a queen of trolls (and I'm homebrewing it to be true). As written, she'll take over the countryside and grind bones for bread, but I'm going to change it. Even with Nyrissa's (undefined) influence, she wants a safe place for monsters hunted away by Swordlords. Gurija, who I'm changing to a Mivonese hobgoblin who learned Aldori dueling but was never accepted in society, convinces her that the PC's kingdom is worth eating. As for the Sootscale Kobolds, they're corrupted by Tartuccio, and otherwise content warring with mitflits (which isn't great but at least they aren't inflicting tyranny elsewhere); and the Greengripe Goblins are pretty chill before the cult. It's big society's influence that corrupts these peoples, who are otherwise content to get along with their lives. For the Kingdom, the PCs will need to make sure they're different. Of course they're not tyrants, but I'll be making sure to flavor all applicable events with difficult choices they must make; sacrifice their own power to do what's best for the kingdom. Only then will they be able to provide something more to the people of the Stolen Lands. Whisperers Behind the Throne. Less of an ideological theme and more of just a recurring thing - almost all of the villains are being manipulated by another force. In fact, so are the PCs being manipulated by Nyrissa! Most of them are manipulated by Nyrissa, but Armag has the Sisters, Hargulka has Gurija, Foras has, uh, Yog-Sothoth. Not only are the players manipulated by Nyrissa, but I'm going to have the Lantern King play more of a role, if hidden. He whispers in the heroes' ears in the form of an old poem, which reaches the ears of the PCs through dreams, found tomes, that pesky golden gnome, or even Linzi having a strange spark of imagination. As the Lantern King is fey, and has a different perception of time than we do, he foretells the "Ten Trials" that all kings go through (that doesn’t make sense, but hey, fey). This is meant to guide the players somewhat, for mercurial reasons, which Nyrissa has no clue about. Each of the ten verses below relates to the first ten chapters, and is revealed to the PCs shortly before the important part of their corresponding chapter. Right before the Black Tears attack Jamandi, right before heading into the cradle at the breach, after the heroes retake Briar, etc. The second verse does differ in that it covers all of Ch 2. (Also, I really hope that people like this. I spent a LOT of time getting the right poetic meter going, and even got a subscription to a Shakespearian website to get appropriate archaic words!) The Ten Trials 'Fore the iourney yet enkindles, likely rulers sup and mingle,
Commer crownes explore their holdings, new foundations thus unfolding.
Arest with structured walls surrounding, newfound barons their lands counting.
'Twixt the challenge prior facing, to our noblest word debasing,
Seedes of ruin subtly spreading, threatning like to peace beheading.
When an innocent young questant finds betray-ed emp'ror restant,
Reborne warlord steales obeisance of the cravven prince complacence;
Favoured bastard, treachrous rival; wishing fortune's swifte revival
Long past, deathless stove off timeless; eld verse new, divinely crimeless.
Measured goode with en'mies foyle; her fair heart strews cross the soyle
---
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![]() Kingmaker is huge. Between Chapter 2, the Kingdom rules, the Companion Guide, and the rest of the book, there is a LOT of overlapping events and quests. For my game, I decided to try and list out every single thing I might want to remember, by level. This doesn't include the events of Chapters 3-11, assuming you'll be reading those to prepare for your game -- but it does include every other event and timed note I could find. There's doubtless several things missing, but I'm sure others will comment below. These are split up by level. They may have a prerequisite, and will have a page number (Companion Guide is prefixed CG), then the header or note. Below that is events tied to Kingdoms. I do list the first time that a companion has a quest or rare thing, but you should check each companion every level for potential upgrades. --- Level 1
Level 2
Level 3
4th level
5th Level
6th Level
7th Level
8th Level
9th Level
10th Level
11th Level
13th Level
15th Level
16th Level
17th Level
Once Kingdom is built
Construction/Claims
Kingdom Level
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![]() Less details on the teachers, so I don't know what I'd imagine them. Takulu: Canonically an anteater. Nose ringed in light blue stripes. Covers whole face, has an articulated tongue controllable by Takulu. Koride: A colourful insect (of indeterminant origin). Wide around eyes with compound lenses, like horn-rimmed glasses, leaving mouth uncovered. Zuma: A light green, serene-eyed gecko, similar in colour to his own skintone. Covered in many protective tattoos. The gecko is a symbol of luck and protection in his ancestral traditions. Often puts it on top of his head and forgetting where it is. Mafika: (I didn't play Ruby Phoenix so I don't know if he canonically has a mask. If not:) A noble-faced gorilla, made of exceptionally thick wood, but carefully carved and painted in delicate brushstrokes. Marred by several large cuts, like scars. Janatimo: A white/silver striped zebra. Lesedi: A full-faced mix couatl, glittering blue, covered with Alijae symbology and demon bones. Ahassanu: A large shark, using her natural teeth. ![]()
![]() I've been thinking about this too! It's a bit frustrating this has been skimmed over, considering the Magic Warrior archetype requires you to replace even your identity with that of the mask. My headcanon has been these: Anchor Root: An avian mask made of bone, decorated with traditional gnoll iconography (not sure what that is). Doesn't cover the mouth/muzzle, but fully covers the eyes (though, somehow, can still see through). She feels a bit braver while wearing it, and keeps it on during classes. Chizire: Originally planning something less on-the-nose, he picks a lion as a mask. Covering all of the head, most of it is uniformly painted dull earth tones, but the eyes are wide and vividly coloured. These are actually decoys, as the eyeholes are hidden lower down (to help naps). Esi: A noble cape buffalo, carved with shocking realism. Humbly sized, but with grand multicoloured patterned horns. She chose this to represent her determination after a conversation with Teacher Ot. Covers the face. Haibram: A somewhat abstract phoenix; a sharp cone covering his face, with fiery-coloured feathers pushed back away from the tip. This represents his fascination with wind and magic, and begins his switch from Rain-Scribes to Tempest-Sun Mages. Ignaci: Somewhat resembling a black fox, with asymmetrical black silk fur in fashionable patterns. Covers half the head. The eyeholes magically enhance the blue in his eyes. Mariama: An abstract red bat, somewhat mechanical in nature featuring metal and wood, covering just the eyes. Wide black-and-red bat wings. The eyes are glass lenses that can be refocused without touch. Noxolo: A nosoi with an intricately carved white beaked mask, etched with a faint crocodile pattern. Wild black feathers extrudes behind. Sits fairly forward on the head, allowing for many hairstyles. Okoro: A dire rhinoceros with several horns, covered with charming colourful patterns. The muzzle extrudes quite far, and leaves mouth free. He used a washable paint, allowing him to recolour it at will. Tzeniwe: A colourful peacock spider. A bit stereotypical, she decided to choose this for her children's comfort. Masterfully carved to stay stable between spider/hybrid/human forms. ![]()
![]() SoT Book 1 looks amazing! Looks like it really brings RP to the forefront. Beginning with Teacher Ot giving a character interview, almost creating a Session Zero. There seems like a lot of value in just letting your PCs explore and interact with the university and city at large, perfect for players wanting to interact with NPCs and long-term goals without skimping too much from traditional adventuring. Unfortunately, there's a few drawbacks. Limited page counts and different authors per chapter means a lot gets left unsaid. The book implies a lot about the next chapter and school as a whole with precious few details. Things that PCs could interact with, like more teachers or locations, are listed in Key Names and the campus map, without description. Normally, these can be improvised, but the adventure text occasionally has important information explained later. For example, if the Tree Stump Library wasn't described until book 2, you wouldn't know that it's abandoned and your improv might ruin a major part of the adventure. While the NPCs are very well fleshed out, and the downtime studying subsystem is pretty cool looking, there isn't much guidance on how to describe it. It seems easy to hand-wave over what is ostensibly the point of this AP - to experience a magical university! This post is my notes for extra content I'd like to include in my game, since I'm terrible at adlibbing descriptions. None of this is actually tested, and including too much might slow the pacing too much, so grain of salt! Downtime Revisited
A year is broken into three terms, which are broken into four month-long segments. The general flow of the game is a month-by-month telling. Most of the month is dedicated to attending classes, working on perquisites, and other day-to-day activities (including NPC vignettes and general adventure content!) For each month, you gain seven additional days of free downtime activities, such as crafting, retraining, extracurricular clubs, etc. In addition, once per term, you can spend 14 days of downtime to make an Academic Check (Study, Cram, Practical Research). This means normally you get 14 days of free downtime, but forgoing studying for a term gives you a full 28 days. Example: At the first month of their third term, after a few weeks of classes and competing in the Starday tournament, the GM tells the players they have seven days of downtime. Tsige chooses to study for his primary branch; nothing happens yet as he needs to spend another seven days before getting to make his branch's skill check. Quilla, having critically succeeded last term's study check, spends the seven days crafting some potions, but puts off finishing them so she can spend more time reducing their cost. Uruueda decides to take part in the school's rowing club, and the GM has them roll an Athletics check (they critically succeed and win a few races; the GM decides some of the NPCs take them more fondly and gives them a +1 circumstance on checks with them). Extracurriculars
Extra Reading
More NPC Vignettes
Okoro - Game Night In Nantambu. Every two weeks, Okoro drags up the PCs and 2-3 other people in for a game night. You must bet silver, school supplies, formulas, favors, or secrets. Other students can bet the same things, though generally not their specialty item. In particular, if using the monthly classes above, characters can gamble for downtime days (in the form of chores or favors) to gain extra time each month. Tzeniwe, Noxolo, Ignaci - Fashion Club. The three have been designing new fashions, and want the PCs to try them on. These designs have some minor flaws (Tzeniwe's rain slicker is so bulky that your speed is reduced by 5ft; Noxolo's outfit is avant-garde, but the face-covering makes you effectively dazzled; and Ignaci's costume is quite revealing and requires a free hand to be used to keep from showing one's unmentionables). They ask they spend the day wearing them, responding to any complaints by saying they just need to be broken-in a bit. Of course, this happens to line up with a day that requires checks... Tzeniwe - Scavenger Hunt. This is particulary useful if the PCs haven't explored all of the dorms. Tzeniwe would like to hide treats for her children around the dorm. However, the kids have been getting very talented at finding her tells and can often spot them based just on how her eyes move. She gives the PCs six small toys to hide around the dormitory anywhere as long as it doesn't bother the other students. The kids like the rafters (they have a climb speed) so they shouldn't hide too many there. Any student - Rivalry. When it comes to specialties, many students have a competitive nature, or at least a panic response when they see someone exceed their skills. These might be a students' favored type of magic, a particular hobby, or a sport or skill they are proud of. Once they've identified a PC as matching their talent, there's lots of ways this could manifest; challenges, rudeness, support... MINOR INTERACTIONS
Nantambu Sights and People
MEETING LOCALS (all described in LO:ME)
GIVING AID
Missing Information
There are also some people that would be good to know about. There are five "learned ones" that lead each of the Magaambya's branches. We learn who the Uzunjati's branch leader, but none of the others.
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![]() So I'm taking over my party's game starting with book 2, and I'm wondering how I can foreshadow some of the later events, or at least make sure certain events and people are given more prominence so they have more weight behind them later. Of course at the time of writing we can only talk up to book 4 and speculate on the rest. 1. In book 4, Wynsal Starborn makes a big request from the party. I am going to have him stop into the PC's station after they deal with Hendrid, passing by on his way to Starwatch Keep (and maybe a description of Starwatch), and thanks them directly for a job well done. I'd think he is one of the few people that makes Lavarsus sweat, so it might be a treat for the players. Book 1 mentions Wynsal is enthusiastic about restoring the Precipice Quarter. 2. In the Campaign Summary, it hints that Olansa Terimor has the stolen excavator, Graveraker. We'll want to really play up that it's missing in book 1, and keep bringing it up. The news chides Edgewatch for not having a lead, maybe Skinny (from the Faces of Edgewatch in book 1) is assigned to it and asks the PCs to watch out for any information at all. 3. Similarly, we want to mention Olansa Terimor early on. She's the City Planner in book 1, though not really mentioned outside of The 4720 AR Radiant Festival, and Chapter 1 where she was part of convincing the Grand Council to resurrect the Precipice Quarter. She might be seen walking the streets with a small retinue, mentioning...something? 4. Book 5's boss, Reginald Vancaskerkin, shows up in Book 1, and is mentioned in Book 2 as someone seeking an exclusive scoop. He should show up fairly regularly, perhaps giving them clues to certain adventures. While it would be fun to have him writing the PCs as idiots and twisting their words, I think he needs to be fairly endearing to the players. The Eyes on Absalom HQ is in the wise quarter -- without book 5, we can only speculate how it's connected to the story, so to be safe we should try and avoid the PCs going there, unless 5 has a description where they won't find out his secrets. He might set up a temporary office in a covered carriage near the edgewatch station. (Maybe it's drawn by a horse with a ginger mane, called "Red Top") Any other suggestions? ![]()
![]() So I've played a few of these in game. My party really picked up on Elizia's grief over Myron, and spent a surprising amount of effort cheering her up. While I don't want to influence my party to interact with NPCs when they don't want to, I was playing with the idea of giving some extra benefits for befriending the circusfolk. I had played with them being trainers for uncommon skill feats, with precedent in Plaguestone, but I'm having trouble coming up with enough feats, and most of them are just variations on the regular skill feats. Instead, I think everyone can give the party a boon +1 to a specific instance. Befriending Elizia gives a +1 on Nature checks against snakes. The Professor gives a +1 on Deception to tell grandiose stories. Cubby gives +1 on Diplomacy checks to make an impression by being adorable. I'd prefer some kind of skill trainer system, but there's already so many skill feats it's hard to figure out what is useful and what's just better/worse at each level. Anyway, some more Chapter 2 vignettes. I'll have to come up with more of the NPCs my group haven't met yet at a later time. ![]()
![]() This looks amazing, there's a lot of great material in there that helps tie everything together. I'll be trying out some of your new stuff tonight. I'm sure whoever this "IcedMilk" guy is would be proud to help! Something I've been doing in my games, which you may or may not like, is trying to enhance the random event system to be more active. I roll two or three, AND roll which acts they occur in. These happen during the acts, and must be dealt with for PCs that aren't currently On Stage. During an act with an event, I roll initiative with all PCs (On Stage and Backstage), NPCs who are On Stage, and "the event." In this initiative, each action represents 5-10 minutes (the average I imagine a trick to take), allows for one skill check to try and resolve the event, and everyone in initiative gets ONE action per round. The reason it's in initiative is that each event needs to be resolved before the On Stage acts are finished, including skipping their last action. This means that if the event isn't resolved by the third action, one of the On Stage actors (PC or NPC) needs to do a third action of some kind (including summoning clowns, even if there isn't another benefit). We assume the On Stage actors are aware of the status of backstage (there's stagehands whispering to them throughout the trick, or they can see there's stuff going on). Now, this hasn't been calibrated against your other actions and non-performer rolls, but it's worked well in my home game so I'll try and work it out some more. ![]()
![]() A few of the further performances have some development, but not ones the party will do on their own. I've been brainstorming a few ideas to weave into performances, so there is at least one thing that needs to be done by players not currently performing each show. Many of these are stolen from various sources. And of course, the distractions from the first adventure can be re-ran if needed. - A child is lost! He needs to be found (Perception or Society). Now he's climbed up to the rafters of the big tent, but behind the main curtain! Someone needs to get him down before the audience notices!
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![]() So, this is probably better to be put into the Book 1 thread, but since it refers a lot more to Windjammer's statements above, I figure it's easier to reference here. In about 15 hours, I'm running the second half of Erran Tower, with the party just about to meet Balenni. I'm very inspired by the concept of theoria vs sadism as a core theme to this game, and I'd like to introduce it as early as possible. My plan is to have Balenni - as a captured researcher - divulge her insights on humanity vs xulgaths as part of her ploy to get closer to the players and use her abilities. I'll try and force the G14 fight before they get to G13; once finished, she'll cry out to get the PCs to investigate asap. After they release her, she'll explain she was studying xulgath culture and got captured; if the PCs will help her escape, she'll tell them what she knows (this is a flimsy story, but as long as they let her talk a bit, I'm fine with them figuring her out. In fact, the end of it has her make a slip up before she tries to kiss someone). I'd like to present my readaloud text that I'm going to paraphrase from, in the hopes that smarter people than I can check to make sure I'm using all the terminology correct. This is cobbled wholesale from Windjammer above and the Xulgath chapter of book 2. Quote:
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![]() Here's my writeup of changes I've made to the circus for my own game. I'd love some feedback on this!
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While I enjoy the sideshows and act significance of Zapp's post above, I am not certain I'd use them, as they'd add a bit more in-game tracking than I'd like. However, I love the Switching Trick Checks. (Copied from Zapp's post above) Perform a Trick action: Each time you switch to a new trick check you haven't used earlier in the act, you generate additional Excitement equal to a quarter of the trick's level (rounded up), regardless of whether you succeed or fail. ---
- Note: For all spellcasting/item tricks, the spells/items need not necessarily be of the indicated type, as long as they make sense. For example, the air bubble spell lacks the water trait, but would make sense to be used in a water trick; similarly a Feather Token (Tree) lacks the plant trait, but could work for a plant trick. For all fractions, assume round down, minimum 1. For all "on a success," assume critical successes count as well. Aerial: The trick involves flight by either magical or mundane means. You may increase the DC of your tricks by 2. If you do so and critically succeed, you may increase the Anticipation by a quarter of the Excitement gained (rounded up). Air: The trick involves the manipulation of mist, wind, or another prop with atmospheric properties. You may expend one spell slot to cast an air or electricity spell, or use an air or electricity consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item. Alchemical: As part of the trick, the performer can expend any one alchemical item in their possession. Upon doing so, the performer gains a +1 circumstance bonus to their trick check. This destroys the item. Agile: The penalty for performing an agile trick a second or third time in the same act is –4 or –8, respectively, instead of –5 or –10. Animal: The trick utilizes trained animals. Before you make your first action in an act, you must make a Command an Animal check with no action, at your trick's DC. On a success, you gain a +1 circumstance bonus to your trick checks for the rest of the show. Audience: The audience participates in the trick, and is particularly distracting. You can use the Send in Clowns action once this act without using up your clowns. Beast: The trick relies on intelligent beasts. If the performance succeeds, it generates an amount of Excitement equal to one quarter of the creature's level (rounded up). Dance: The trick involves dancing or choreographed movements. Circumstance bonuses to trick checks gained from performers using the Costar reaction stack. For example, if two other PCs successfully Costar with their ally and have the master proficiency rank in that trick check, the total circumstance bonus granted from the Costar reaction is +6 (rather than +3). Drag: The trick involves an exaggerated display of femininity or masculinity (or a mix of the two) and usually includes dramatic "reveals" mid-performance. If the performance succeeds, each additional trick you perform you may increase the Anticipation by a quarter of the Excitement gained (rounded up). Earth: The trick involves the use of mud, earth, or stone. You may expend one spell slot to cast an earth spell, or use an earth consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item. Emotion: The trick uses alchemical or magical effects to induce a powerful emotional response from the audience. A trick must have either the alchemical or magical trait in order to have the emotion trait. Whenever a performer succeeds at a trick check with the emotion trait, they can reduce the amount of Anticipation the trick generates however they wish, down to a minimum of 0 Anticipation. Fire: This trick involves fire, smoke, or pyrotechnics. You may expend one spell slot to cast a fire spell, or use an fire consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item. Injury*: Anytime a PC uses a saving throw for one of the trick checks, the trick has this trait. If an NPC or PC performing a trick with the injury trait critically fails any trick check, they have a chance of becoming injured. To determine if the performer is injured, roll a flat DC 15 check. On a failure, the performer becomes injured. An injured performer (whether PC or NPC) cannot perform tricks for the rest of the show. In addition, at the beginning of the next show, the injured performer must succeed at a flat DC 15 check to determine if they have recovered sufficiently to perform again. On a failure, the performer cannot perform in that show, either due to the lasting effects of the injury or due to fright of becoming injured again. A performer can miss only one show after the show in which they were injured. On subsequent shows, no check is necessary and the PC or NPC can once again perform as normal. Magical: The trick involves the use of magic. While Performing the Trick, the performer can expend one spell slot of any level. If the performance succeeds, the trick generates an additional amount of Excitement equal to the expended spell slot’s level. Musical: The trick involves musical cues or is somehow augmented by sound effects or music. When you succeed on a musical trick, you grant one other performer in your act +1 circumstance bonus to their trick checks. You can only provide this bonus to a specific performer once. Plant: The trick uses plants such as trees, flowers, or fungi, or uses magic that affects such plants. You may expend one spell slot to cast a plant spell, or use an plant consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item. Prop: The trick requires the use of some mundane prop or stage setup. Before you make your first action in an act, you must make a Craft check with no action, at your trick's DC. On a success, you gain a +1 circumstance bonus to your trick check for the rest of the show. Slapstick: The trick is so silly that it's difficult to tell if it's gone wrong or not. This trick never loses Excitement for critical failures, though other effects still happen. Team*: This trick requires more than one person. Anytime a PC performing a signature trick accepts the Costar reaction from a performer, the trick has this trait. Time: The trick involves distorting or altering time in some way. A performer whose trick has the time trait can perform that trick one additional time per act, taking a penalty to the fourth trick check equal to the penalty to the third trick check. Versatile. The trick can be completed in a variety of ways. Before you make your first action in an act, you may change one of your trick checks to a different check (potentially gaining or losing the Injury trait). In addition, Each time you switch to a new trick check you haven't used earlier in the act, you generate additional Excitement equal to a quarter of the trick's level (rounded up), regardless of whether you succeed or fail. [If you are using the Switching Trick Checks rules, this stacks] Water (Athletics): The trick features water as a primary component of its performance. You may expend one spell slot to cast an water spell, or use an water consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item. ----- Non-Performer Roles
Backup Clown: Unchanged Bandleader: Unchanged Carnival Barker: Unchanged Clown Coordinator: Unchanged Lighting: Drag, Prop, and Slapstick tricks gain a +1 circumstance bonus to trick checks. The circus must have the spotlights permanent upgrade before a PC can choose the lighting role. Mascot: The Mascot may choose to re-roll one Random Circus Event; the second result is final. (Altered from Zapp's, allowing for larger tables) Medic: Unchanged Security Guard: Any rolls of hecklers or scalpers Random Events are negated and have no effect on the performance. Stagehand: For one trick check in a show, you may cast a spell or use an item with to grant it the respective bonus (for example, casting a fire spell to grant additional excitement), without the performer needing that action. In addition, the trick generates double Excitement. (Removed: Animal handler, costumer, pyrotechnics) ----
Acoustics: Trick checks with the musical or audience traits gain a +1 circumstance bonus. After purchasing this upgrade, the bandleader role becomes available to PCs. Flooring: Unchanged Magic Infuser (Min prestige 5) : Trick checks with the magical trait, or checks in which a spell has been expended, gain a +1 circumstance bonus. Seating: Unchanged Spotlights: Unchanged Tent Expansions: Unchanged Watermarked Tickets: Unchanged
Random Events: I'd definitely like to change these. I don't like that fire and aerial tricks are slightly nerfed, and earth tricks are slightly buffed; and as mentioned above the Overflowing Crowd trick can ruin the first show. However, looking at the adventure, it's unlikely the players are going to perform 20 performances over the campaign, so having a massive list is a little wasted. Plus, I'm a little lazy on this. ---
Castinlee: Promote the Circus takes only 1.5 days. +1 on animal (ADDED: and beast) tricks
Little Shackles: A small port with ties to the pirates of the Shackles, unknown to the Absalom Navy. Only once the PCs have befriended a pirate captain can they perform here. Tricks with the water, air, or drag traits gain +1, but due to superstition, fire tricks gain -1. The Scalpers event is guaranteed, but the pirates are the best way to spread information throughout the region; your next show begins with 5 anticipation.
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![]() Ah, I wasn't intending them to be entitled! I intended Ukti (Aihib's mother) to be moreso the no-nonsense old lady that is never impressed with you (but loves you dearly), and Tuoro is entitled because she's 8 and wants to hear every detail about daring escapades. Might be that she doesn't even know she's royalty. I definitely like having a palace guard show up at some point, a new face that seems to be stalking the circus, but really just trying to make sure he's found the right people. I had a couple more ideas
I'm going to look at Ch2 people next. ![]()
![]() I've been brainstorming a bit about the flavour of the circus itself. It's such a unique setup with so many cool characters, it feels a waste not to use them to their full potential. Personally, as a GM I like to have prompts ready for NPC conversations. Nothing too intense, just putting slightly more thought in them than I'm capable of at the table. These are a bunch of mine, just to flesh out the circusfolk a bit more, so there's always something happening when the PCs come back to base camp. As we know, there's little written about the performer NPCs, so I've given them some backstories. These are obviously non-canon, and I may have missed an important detail in the books somewhere.
-- Aihib might be someone's drinking buddy who gives (poor) adventuring advice and offers acrobatic training. -- Dhelbi, a previous diplomat, offers advice to the PCs when they need to talk to someone important like a town mayor. -- Ukti, too old to perform, demands perfection from the PCs in all aspects, chastising them after every adventure. -- Odvi developes a crush on one of the PCs and tries to run away with them. -- Tuoro demands detailed reports of every adventure. I don't have anything for Tahala or the Unjoined Twins; they both seem awesome (though the Flamboni sisters make it a little confusing). Anybody else have any ideas to add to the pile? ![]()
![]() Thanks Zapp! Those are good points. (As an aside: my "but" for Additional Circus Trick was supposed to be "but if the players don't want to spend a whole general feat on it, that whole thing is kinda wasted) Personally, I love that the circus rules are less strict than the regular rules, I love the inspiration they give for telling an awesome story... but, well, this is pathfinder. At the very least, my players are playing it because they like stricter rules. I'm going to make some alterations to certain roles to bring them to a bit more of a baseline. Something I've been thinking about; the skill-based traits are slightly stifling to creativity. One of my PCs, a sandstrider lizardfolk (ie fire resistant) who wants to use Athletics on a Fire trick to represent their history of escaping a firey temple as a child. The issue being, they're also the sweetest person ever, and does not have Intimidation (the Fire trick's bonus) at all. So -while the circus rules are meant to be fluffy- that does end up punishing him for running with great backstory, something I'd normally want to encourage. - My first instinct for a change would be to change all Skill Traits (for lack of a better term) to instead grant +1 circumstance with their first trick check, no matter what it is, representing the NPCs' teachings with the material.
The exact teachers may need to be changed slightly for a steady dose of unlocking, but I don't feel like deep analyzing it right now. I'd definitely like to see what a general chart of the average anticipation/prestige looks like, and add in some more rewards for meeting those things in the book. In Ch3(?) you go to all these towns; could add more of a benefit for performing a successful Anticipation > X show, or penalties for not, like bonus/penalties for skill checks to interact with more people than the book suggests. Each of the towns has their own preferences (Matten Cleave likes alchemy, fire, and magic; Castinlee has easier promotion and likes animals, etc), so I'd like to expand on that more so variety is more important. I'd also like to design a couple additional show locales in a sorta "random encounter" setup, like a underground dwarven colony or a hidden pirate town that can be placed anywhere. (Tangentially, I'm also adding a New Skill Trait: Drag. The trick involves an exaggerated display of femininity or masculinity, or a mix of the two. Particularly loved in Turpin Rowe. Taught by a new NPC, Ms. Cast.) ![]()
![]() I'm super busy today, but will be doing my own critiques later on tonight. The forums were extra painful for me, because mine was one of the torcs, AND got called out on body part removal. Is that something popular in past contests? Guillotine Torc
The head can be targeted by effects, using the body’s AC and saves, but with a size modifier two sizes smaller than the body. It can deliver touch spells, but cannot attack and does not threaten squares. It sees, hears, speaks, and breaths for the body. The body is controlled as normal, but is treated as blind unless the head can see it. The torc does not interfere with spellcasting, and spells can be cast from either head or body. Construction
EDIT: My intentions for the item were to make something that didn't have an immediate combat effect, but would be able to have interesting uses. Basically allows your head to gain line of sight from another view, while allowing your body to be controlled as normal. Originally wanted you to be immune to vorpal, but was already at 275 words and decided to cut it for power. I'm proud of the wording, I think I covered most caveats with the item fairly concisely. I'm less proud of the flavour, I could have added a lot to it to make it /seem/ cooler. I am least happy with it being a torc, because of the hundreds of other torcs, but at least I feel my item made sense being a torc. ![]()
![]() I made a very sassy post a minute ago, but I decided against it and deleted it. The point I was trying to make is that designers need to remember that magic items by definition can be created by anyone with the prerequisites. Things like command words can be chosen at creation. And just because one such item was made by King Doofus and forged in the Holy Church of This Garden, blessed by special gods and nymphs; in my game, it's made in my wizard's basement in his underwear, and the command word was a dirty word in Undercommon he learned at a bar. ![]()
![]() mamaursula wrote:
The item reveals its true power when you... ![]()
![]() My favorite list so far - A slotted consumable, something I've never seen, but with a fairly clever effect; if a bit wordy for what it does. - A cartoonish container, which made me grin. Something silly that's not too silly, that I can see my party getting a kick of. Unfortunately, it's something that a smart PC could come up with using two mundane items, so it doesn't really need a magic item. - Two really cool slotless items that lets you move around in new ways. One group based and one specifically singular. I think few characters would purchase them, but if found as treasure, would be a ton of fun for the players. - A cool consumable way to get defensive buffs which I haven't seen before. May not make it due to pricing. - A wearable item with amazing visual effects and a cool mechanical effect. If it's not in top 32 I'll be sorely disappointed. - My item, which, from the hints people are giving in their lists, hasn't been favorited. Crying emoticon. Something I've found is that I really need to sit, take a breath, and imagine each of the items in play, and to be less knee-jerkingly negative to all of them. Being quick to put stuff down might be partially to blame from the Incessant Ranting thread, partially to blame because I want my item to win, and partially because it's totally my fault, hah. I'm glad this thread exists. It reminds me to be positive, and realize that if I look past my first immediate reaction, a lot of these items are pretty kick-ass. Sure, some might have needed a little editing or a tweak or two, but I'm learning to just enjoy seeing what a community of talented individuals come up with. There's no reason to be angry at every item. Only some of them. Another "favored by"...ffs.... ![]()
![]() Whiskey Jack wrote:
Stop the contest, this man has already won.
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