MAPS: FoP I Kingmaker
Dot in and start the inevitable discussions about chargen and so on here. I will set up a gameplay thread shortly.
Once I have an idea of numbers I will look at whether to include anyone else. I am trying to persuade one of my former tabletop group onto these forums - please be nice to her if she does show up :)
As I said in the other thread, this module comes with 5 new backgrounds which tie in to the start of the game. Ideally you will pick one of these rather than from the CRB, but if none of them appeals then let me know as I'm fairly relaxed about this and I'm sure we can cook something up that will work. Also ideally, you would each pick a different background so there's some variety, but again I am relaxed about this.
You are the youngest child in a noble house (in Cheliax, Isger, or Andoran) and stand to inherit nothing from your family. Although you have a minor title, it affords you no lands or wealth, but it has garnered you a small amount of respect and deference in your travels.
When play begins, you are riding in a caravan bound for Almas, where a cousin has promised to allow you to stay with them for a month.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You are trained in the Diplomacy skill and the Heraldry Lore skill. You gain the Hobnobber skill feat.
Lost and Alone:
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams.
When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome at the taverns and inns of Elidir.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
You received training from clergy in a faraway temple, who sent you out into the world to spread the faith. Although you are relatively new at this, you are always on the lookout for new places in need of your deity’s teachings and guidance.
When play begins, you are riding along in a caravan making your waythrough sparsely populated regions of Isger, spreading the news of your faith to those who will listen.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You are trained in the Diplomacy and Scribing Lore skills. You gain the Group Impression skill feat.
The fighting around the Lake Encarthan region has forced many of the people residing there to flee from the violence. Although your home is gone, you have managed to survive and are making your way south in search of a better life.
When play begins, you are riding along in a caravan taking you to what might be either a new home in Andoran or simply another waypoint in your journey.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free
You left your home a few months back for a life on the road, working for one caravan company and then another, always on the lookout for a new job and a better life. Last week, you were hired by the Bort Bargith’s company in Elidir. You don’t know anyone from the company just yet, but most of its members seem to be honest merchants and traders.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You are trained in the Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat.
I will put more information up in a bit.
MAPS: FoP I Kingmaker
Dot in here so I can close the other thread.
Pathfinder material only, no 3rd party materials.
*20 point buy
Please give me some background to work with. Some notes on appearance and personality would also be helpful.
Look forward to seeing what you come up with!
Speaking only for myself, I find the Resonance mechanics, as well as the reasoning behind its introduction, to be deeply problematic.
I'm therefore looking at house rules I could introduce which would allow me to remove it from the games I run. I've come up with the following, and would welcome constructive comments and suggestions for improvement.
1) Resonance will not be used.
2) Wands and Staves have 7 uses/day.
2a) That's 7 uses/day per item, not per user - you can't hand the healing wand to the next player for another 7 uses.
2b) Where a Stave has a cantrip power or similar level ability (e.g. Staff of Fire), this becomes a [[2A]] ability usable at will.
2c) I'm open to arguments in favour of a number other than 7. My first thought was 3, but that seemed overly restrictive.
3) Alchemists will get an "alchemy pool" equal to their Intelligence modifier plus their level with which to construct alchemical items. This replaces all references to Resonance in the alchemist class entry.
3a) If anyone can come up with a more elegant alternative (that doesn't nerf the alchemist) I will gladly hear it.
4) A character capable of Channeling Energy may expend 2 uses of Channel Energy in a Ritual that takes 1 minute and restores 5 hit points per caster level to all allies within 10 feet. The Ritual automatically succeeds.
4a) This Ritual may not be used to cause damage. If used in that way it fails.
4b) I'm toying with the idea of allowing characters who channel negative energy to use this healing Ritual as well. After all, Evil deities need to heal their followers on occasion!
5) Any character may, as a Free Action, spend 1 Hero Point on their turn to recover 10 hit points per level. The character must not have the Unconscious or Dying conditions.
5a) Any character may spend 1 Hero Point and take 1 minute to restore 10 hit points/level to another character.
6) In my view, consumables (magical or alchemical) are already governed by cost and by being 1-shot items, so removing Resonance doesn't require additional house rules to compensate.
7) Trinkets, magic armour and magic weapons are not 1-shot items; but they aren't cheap. In my view any character who wants to spend money to acquire them should be allowed to do so. I therefore don't see any need for a house rule on these items to compensate for the removal of Resonance.
I look forward to any constructive comments to improve on the above.
welcome to the discussion thread. You know how this works. Gameplay thread is open, so feel free to dot in.
First things first: I'm running another game on this forum and it will always take precedence - though I imagine that rules queries and so on will probably slow us up a bit anyway. tl;dr - I'm not looking for more than 1 post a day, although if you can manage more than that then great.
As for character generation: feel free to playtest any class, but PLEASE no goblin ancestry (I'm prejudiced, I know).
The playtest AP contains backgrounds to use, instead of those from the rulebook, and I list them below for ease of reference.
The secrets buried in the seemingly endless sands of the nation
Choose two ability boosts. One must be to Dexterity or
You gain the Terrain Stalker (rubble) feat, and you’re trained in
One of your family members belongs to a semisecret society
Choose two ability boosts. One must be to Intelligence or
You gain the Quick Identification feat, and you’re trained in the
Your family has been friends with the Deverins of Magnimar
Choose two ability boosts. One must be to Charisma or
You gain the Hobnobber feat, and you’re trained in the Nobility
MIND QUAKE SURVIVOR
As a child, you once woke from a particularly harrowing
Choose two ability boosts. One must be to Constitution or
You gain the Dubious Knowledge feat, and you’re trained in
You’ve long wanted to join the adventurous Pathfinder Society,
Choose two ability boosts. One must be to Strength or
You gain the Additional Lore feat, and you’re trained in the
The first part of this AP starts in Magnimar, and you start as an ally of Keleri Deverin, an aristocrat and scholar living in Magnimar, who has a problem.
Just a week ago, she received an invitation from her cousin Kendra, mayor of the nearby town of Sandpoint, to attend that town’s upcoming Swallowtail Festival. With the festival’s focus on the consecration of Sandpoint’s new cathedral, Keleri hoped to bring a family heirloom, the Star of Desna, to receive a blessing, but as she prepared for her trip, an unexpected complication arose.
When Keleri entered the old vault beneath the family estate to retrieve the star from storage, she found the chamber in total disarray. Chests lay smashed about the room, shelves were knocked over, and worst of all, the steel lockbox containing the Star of Desna was missing. The source of the robbery was made evident by a gaping hole in the center of the floor, leading down into the sewers, and sewage stains in the shape of goblin footprints leading out of it.
Enraged, Keleri lashed out at the now-empty shelves and ruined containers, only to find that she was not alone. A quiet whimpering came from behind a partially collapsed armoire. Investigating, she found a lone goblin, wounded and wretched. Keleri demanded answers about her stolen heirlooms, but the goblin only began howling in greater terror and begged for mercy. Keleri’s rage subsided, and she asked the goblin what had frightened her so.
The goblin introduced herself as Talga and explained that her tribe, the Mudchewer tribe, had been enslaved by a brutish hobgoblin named Drakus the Taker, who was forcing members of her tribe to dig into vaults and basements all around town to rob longshanks of loot and treasure. Those who refused were taken away, only to have their blood-drained bodies put on display as a warning to the other goblins. Immediately after the robbery on the Deverin basement, Talga and a few other desperate goblins rebelled, but they were cut down and slaughtered. Only Talga survived by retreating up to the Deverin vault and hiding.
Now with no home and nearly paralyzed with fear over the fate of her fellow goblins under Drakus’s increasingly violent rule, Talga became desperate. She begged Keleri to send adventurers to her old lair, a complex called the Ashen Ossuary that was accessible via the Magnimar sewers. She promised to sketch a map of the lair and to lead Keleri and anyone who might help to the entrance, and vowed that in return she would work to spread the word among other goblin tribes in the sewers that longshanks are friendly.
While Keleri was sympathetic to the tale, she is a scholar, not an adventurer. However, she does have contacts, and knows of at least one eager new nominee for the task. Ever the forward thinker, she hopes that by calling upon allies — that's you lot — she can not only recover her stolen heirloom, but perhaps even start a new diplomatic alliance between Magnimar and one of its most notorious antagonists.
Doomsday Dawn assumes that you all have ties of some sort to Keleri Deverin and dispenses with much of the preamble of setting things up in order to jump right into the action of dungeon crawling — and playtesting!
I envisage this playtest to be as much about roll-play than roleplay. Still, it might not be a bad idea to describe your characters and decide whether you have established relationships or connections to each other. Your characters may all know Keleri, but that doesn’t mean they know each other.
Other than that, does anyone have any questions? It would be good to let the other players know what you're thinking of in terms of build so that we get a good mix.
MAPS: FoP I Kingmaker
It has been several weeks since you applied as one of the hopefuls vying to be awarded a charter to explore and map the Stolen Lands. Whatever your motivation, and whether you see this as a potential meal ticket or simply a way of escaping your current situation, today you were summoned for a final interview with the Mayor and some of the more senior Sword-Lords of Restov. On its completion, you were given the happy news that you have been accepted. Immediately afterwards, you were each given a stipend of 50 gold pieces, an invitation to the Mayor’s New Year Ball, and the opportunity to meet the fellow members of your group, who have also been awarded the charter. These will be your companions for the next however-many-months, so it pays to get to know them now…
Dot! I will leave the exact nature of those interactions to you - this is an opportunity to establish your character and develop a group dynamic
You also have some money to go on a last-minute shopping expedition for anything you forgot/couldn’t afford in your character generation
MAPS: FoP I Kingmaker
Welcome to all, and well done for putting together such compelling characters!
I have sent you some questions via PM so that I can get a better idea of what you are looking for from the game. In the meantime, some quick house-keeping
1. Please put your stat-line into your alias (and create an alias if you haven’t already!)
2. I’m hoping for 30+ posts a week (as a group) in order to keep things moving. If that’s likely to be a problem, please say so. Also, please don’t make the perfect the enemy of the good here – I love words, as you can probably tell, and I’m all for long posts that show your character agonising over their cruel fates and railing against an unjust world (it tells me I’m doing my job properly as GM), but sometimes a quick “Thrun swings his axe at the nearest orc [dice]” or “Astrid moves forward with her companions, her expression wary, looking for trouble” is all that’s needed to keep things moving on and prevent me from waiting for you.
3. I will be keeping track of time in-game, but I can never remember the Golarion months or days. I will therefore be using seasons, which seem to be more appropriate for the Frozen North anyway. They are:
New Year (late Winter)
This doesn’t fully align with Earth-type months (February is nobody’s idea of Early Spring) but it gives you an idea of what point of the year it is.
If I have to use days of the week I will use the German ones (Montag, Dienstag, Mittwoch, Donnerstag, Freitag, Samstag, Sonntag) so as to try and avoid breaking suspension of disbelief.
4. Kingdom roles. In the end, these didn't play as big a part in selection as I originally thought they would - I was looking for good characters with a good story to tell, and boy did I find them. But it does mean that we're going to need a Ruler - hopefully this will emerge naturally from the roleplay, since it's going to be quite some time before it becomes an issue! Essentially: forget the kingdom roles for now, they're a red herring.
If you have any questions or comments, have at it!
If the answer you’ve come up with to that question is positive, then this recruitment thread is for you!
As I said in the interest check, I tried a Kingmaker/Ultimate Intrigue mashup with my tabletop group, which worked fine until some of the players got bored with the kingdom-building bit of the AP. So, my first requirement is that you must be interested – excited, even – about the prospect of building your own kingdom!
Incidentally, it doesn’t matter if you have played/run/are playing/running Kingmaker already. Hopefully that means you’re interested in the kingdom-building rules and less likely to get bored and wander off. I will be changing huge parts of this AP, so any prior knowledge you may have is of minimal value.
The Kingmaker AP is a great start to a grand campaign. Throw in the Ultimate Intrigue rules and there’s everything you could hope for: politics, danger, tension. Over the course of the campaign, the PCs will face bandits, monsters, bad weather, and an over-arching powerful threat. Their characters will spend years in-game, with all the opportunities that provides for personal growth, long story arcs, and relationships. They will rise from chartered adventurers of possibly humble (even dubious!) origins to become significant power players in the northernmost reaches of Golarion. Therefore, in addition to the wilderness exploration and kingdom-building themes of this AP, I will add my second requirement, which is that you must be interested – excited, even – about the prospect of using the Ultimate Intrigue rules!
Without spoiling too much, mechanically I will be using the influence rules. If you want someone to help you, you'll have to form a connection with them: a scholar of antiquities might be influenced using knowledge (history) or Appraise; an aristocrat might be influenced using knowledge (nobility), or maybe Ride if they're a horsey, outdoors type; a huntsman might be influenced using Survival or Craft (traps)… you get the idea. You can always try to 'brute force' it using Diplomacy, but the DC will be higher because most people are more interested in making a connection than being schmoozed. Of course there will be times when Diplomacy is the right skill for the task - you might want to bribe/charm/flatter/seduce someone. But there's a lot more 'what does this person/group want' than 'I roll Diplomacy until they agree to my demands'.
I'm also using the rules for verbal duels. Those of you familiar with Kingmaker will have at least one idea where a verbal duel is required!
Flavor-wise, there's a LOT more politics. Brevoy is divided and unstable, and the forces that send you into the Stolen Lands want different things from you. Managing the various sides is going to be critical as the game develops. Everyone other than your fellow players has their own agenda, which might align with yours but also might conflict. Within the Stolen Lands themselves, the fey are factionalized and you will have to tread carefully to avoid antagonising the wrong faction.
I imagine you have some questions. I’ve tried to answer some in advance below.
How do I get picked?:
An excellent question! You will get picked based on how well your character fits into the setting. You will get picked based on the plot hooks that you leave in your background for me, your GM, to use – as well as for your fellow players to pick up on (this is, above all, a cooperative game). You will get picked based on how well you match your crunch with the fluff – if you use a weird or unusual weapon, where did you come by it? If you pick a particular feat or trait, where did you learn/develop that characteristic (e.g. who bullied you for your reactionary trait)? If you’re a cleric/paladin, how did you encounter your deity? Above all, you will get picked if you convince me that your character has an awesome story to tell about how they ended up ruling (or co-ruling) a mighty northern realm.
Can you tell me a bit about the campaign setting so I can immerse my character into it?:
Sure thing! But I hope you like text.
Although the southerners (Chels, Taldans, usw) might dismissively refer to the whole of Brevoy and the River Kingdoms as “The Frozen North” they are really quite distinct.
The River Kingdoms themselves are a collection of barely-stable fiefdoms, with almost nothing in the way of centralised rule: each parcel of land is at the mercy of the individual who rules it, who may style themselves Baron, or Graf, or even Duke or King, but who has little to no power beyond their own few acres.
The sole exception is Pitax, which has stood as long as Brevoy itself – a vast and vital city-state, it is rivalled only by the city of New Stetven (capital of Brevoy): these two great towers of the north glare at one another across the leagues. Pitax grows rich on trade, and by owning the best farmland outside Taldor – in a fair summer, it can grow its own grapes, and a good Pitax vintage is regarded as respectable even in the southern realms. It is based at the conflux of several key rivers, so the barges that ply their trade inevitably dock at Pitax. Flush with wealth, it has historically been a major patron of the arts, and its streets and buildings are rife with monuments and sculpture, generally commemorating the glorious leaders of the day. Its bardic college is a rival even for Cheliax’s own.
As for Brevoy itself, it is more properly understood as two separate nations: dignified Issia to the north and proud Rostland to the south, which were forged into a single country some 200 years ago by Choral the Conqueror. He founded House Rogarvia and all went well… until 10 years ago, when the entirety of House Rogarvia disappeared overnight (literally, overnight). This caused some consternation and uproar, as you can probably imagine, but nobody was ready to immediately resume the old hostilities: the nobility might have grumbled under the rule of House Rogarvia, but everyone had got so used to it that they were comfortable. So six months later, hardly anyone really complained too much when House Surtova took the regency, by right of blood (Noleski Surtova had a direct line of descent through the line of Nikos Surtova and Myrna Rogarvia, daughter of Choral the Conqueror). Of course, some people did complain too much but nothing was ever heard from them again, so they must have eventually decided that they weren’t that upset, after all. Or something.
Anyway, this perilous situation has endured for just over nine years now, and the edges are fraying slightly. There are some in the south who might have been willing to give fealty to House Rogarvia, but who chafe bitterly at having to kneel before a “damned Issian.” There are some in the north who feel that their rustic Rostlandic ‘cousins’ need a reminder about who’s really in charge, now. And so, little by little, there are rumours of arms caches, of foundries that for generations have made ploughs and scythes now being pressed into military use, of the movement of mercenary captains here and there, of poisoned blades and the dark-cloaked assassins who wield them…
Strategically speaking, Rostland is in the worse position. Its land is rough, but fertile; there is little stone, and even less in the way of metal. Most Rostlandic forts are made of wood – stone has to be imported from the mountains on the Issian border, or even further afield, at high prices. Added to that, Issia has the Lake of Mists and Veils at its back, while Rostland’s southern border is a mess: the borderland between Brevoy and the rest of the River Kingdoms is a lawless hive of bandits, monsters, and worse, referred to as the Stolen Lands – although who they were stolen from, and who they now belong to, is never clear. If civil war is to come, Rostland cannot afford to keep one eye on its back. Measures must be taken to bring order to the Stolen Lands.
Which is where our PCs come in...
What about character generation?:
You’ll need the Kingmaker Player’s Guide.
We will be using Pathfinder material only, no 3rd party materials. All core races are allowed – you can go more exotic than that, but you will need an amazing backstory (I give you fair warning).
*20 point buy
Aside from that, I will need:
You don’t need to submit everything in one go: if you want to put together an initial concept and discuss it with me first, that’s absolutely fine.
Recruitment will run until it doesn’t - probably around 2 weeks, possibly longer if people need the time. I will announce any deadline well in advance.
I’m sure I haven’t covered everything, so if you have any other questions, have at it!
I ran a tabletop Kingmaker/Ultimate Intrigue combination campaign a while back, and it was a blast – right up until about the end of book 2, when half my players decided they weren’t into the whole kingdom-building thing any more, while the other half were really into it. It kind of fell apart after that.
I would really like to give it another shot, going all the way through the AP as I had it planned out. I’m therefore wondering whether there’s any interest on these boards in doing a more ‘political intrigue’ version of Kingmaker.
I think the Kingmaker AP as written is a great start, but in my view it misses the mark slightly. Let’s be blunt: you have an entire kingdom where the ruling line ended and a new noble family claims the throne as regent, with the kingdom roughly split in two between north and south, with all the politicking that suggests – and the players spend all their time on the border of that country and essentially don't interact with the power politics. Therefore, in addition to the wilderness exploration and kingdom-building themes of this AP, I would be looking to introduce some elements from Ultimate Intrigue. In particular, I would be looking to use the Game of Nobles (which incorporates Relationships and Loyalty, The Importance of Appearances, Bargains and Compromise, and The Power of Secrets elements); and also Verbal Duels.
If that’s of interest, then this thread is for you! If I get enough posters then I will put up a recruitment thread.
MAPS: FoP I Kingmaker
The small town of Falcon’s Hollow is a wild place. Nestled in the shadow of Droskar’s Crag, the people of Falcon’s Hollow are hearty and stern. Theirs is a life of hardships, broken only occasionally by a handful of festivals and the infrequent merchant caravan.
They face constant adversity from both the wilderness and the wiles of man. Wolves nip at their heels and cutpurses ply at their pockets. It is a testament to their strength that they even manage to survive at all.
Falcon’s Hollow has always had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common folk for every last copper, deaf to their pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders can’t be bothered to stop it.
MAPS: FoP I Kingmaker
Welcome to the game.
For those of you that haven’t played PbP before, this discussion thread is for all the out-of-character talk that we do: comments or queries on rule interpretations, random stuff about life, letting people know if you’re going out of town so you might be posting a bit more slowly for the next few days, that sort of thing.
Gameplay thread is where the action happens – where we make the story about your characters and how they save the world. We generally use third-person past tense, like
Thring smiled as he saw his enemies approach. Drawing his sword, he charged toward them, screaming the war-cry of his ancestors.
Speech is marked in bold:
“This is how you have your character talk out loud,” he explained carefully.
Anything your character thinks but doesn’t say out loud goes in italics:
I really hope they don’t find this too patronising, he thought to himself.
Like I said earlier, rule-queries should go in this discussion thread, but if you need to ‘break character’ for any reason in the gameplay thread, there’s an out-of-character font: for example
If that sword attack is enough to put this orc down, then Thring will move on to the next enemy, preferably the one menacing the squishy wizard if he can get there.
Hope that helps – any questions, let me know.
I’ll put a gameplay post up Monday.
In the meantime it might be worth have a talk about whether your characters know each other already, whether you live in the town or just outside it, that sort of thing.
The remote town of Falcon's Hollow has endured much suffering in its time, from inside and out. Now it faces a new peril: a strange sickness is spreading among the population. No outside help is coming - the inhabitants are on their own. Can they survive?
Welcome to the recruitment for Hollow's Last Hope, an old module but one of my favourites. Just to get this out the way: I've been away from these boards for a long time due to personal reasons. I'm now back, and looking to run games again. I'm running this module first, with the aim of starting up an AP if all goes well.
If that hasn't put you off, I'm looking for 4 or 5 players to run through the module. I would love for at least one of them to be new, either to Pathfinder or to the whole Play-By-Post thing. More experienced players are welcome too, of course
Background: I don't need pages, just something that distinguish you from all the other fighters/clerics/wizards usw out there. It should tell me how you ended up in this place (family always been here? Passing through? Settled recently? Other?). It should also explain why you didn't run away when the plague arrived. Some description of your character's appearance and mannerisms also helps.
If you need inspiration, here is a link to the page on Falcon's Hollow (beware spoilers).
Let me know if you have any questions. Recruitment will run until it doesn't, but I'll let you know 48 hours before I close it.