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Question:
In the sidequest of getting the berries from the berry patch infested with a spider swarm, I am unclear if damage to the swarm will do damage to the berry patch, and if so, how are people ruling the extent of the damage? Does it affect how many berries the party can harvest?
I ask because I have an alchemist in the party, and I fully expect to see the bombs fly when those spiders come streaming out to attack.

Caineach |

Question:
In the sidequest of getting the berries from the berry patch infested with a spider swarm, I am unclear if damage to the swarm will do damage to the berry patch, and if so, how are people ruling the extent of the damage? Does it affect how many berries the party can harvest?
I ask because I have an alchemist in the party, and I fully expect to see the bombs fly when those spiders come streaming out to attack.
Bombs flying is AoE fire damage. Fire sounds like a good foe after the opponents get slaughtered.

RuyanVe |

Greetings, fellow travellers.
I will run the berry patch hopefully Wednesday night and my players carry some splash damage weaponry as well.
I will draw the berry patch on a battle grid - I have not decided what size it will have. Each square withstands 2 (or 3) fire damage before it turns to ashes. If this damage is exceeded by fire, acid or the like - too bad.
Ruyan.

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...the character is Clumsy and drops his weapon on a roll of 1 or 2.
off topic...
I do not know your group, but my group had something similar to this and it was a disaster. I was a player in this one. The GM used the critical hit cards (great accessory btw), but didn't want to use the normal critical fumble rules. However, he felt fumbles were necessary to keep the balance. So he just ruled that a natural one resulted in a fumble threat with a 2-in-6 chance of confirming. This was a terrible idea. It makes sense that as a warrior becomes more experienced with combat, his chances of fumbling should reduce. However, since the fumble chance was static, it actually became more likely that a warrior would fumble, the higher the level since he gained additional attacks. This created huge arguments (often led by me) and became more of a nuisance than a "fun" game mechanic.
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Having a question of the intended timing of this adventure.
I’m getting the “vibe” that this AP—especially the first few books—are more about “take your time, explore the area, get your bearings, the party determines the pace” (and that’s something that is a BIG draw!).
However, it seems like there is a “ticking clock” that leads the party towards the Stag Lord—not in a “rushed” sense per se, but definitely on a time table. And judging from many many many posts here, that kind of rush can be very deadly. ;)
From the first encounter at Oleg’s, the bandits at Thorn Ford are on alert, and the “key” phrase learned there is changed weekly down at the big guy’s pad. Seems a little “short” to leave room for exploring??
Quite certain that I’m missing something key here and that the timeline isn’t nearly as tight as this. Looking forward to someone pointing out exactly where so I can breathe easily for my poor PCs. :)

Daviot |
2 people marked this as a favorite. |

From the first encounter at Oleg’s, the bandits at Thorn Ford are on alert, and the “key” phrase learned there is changed weekly down at the big guy’s pad. Seems a little “short” to leave room for exploring??Quite certain that I’m missing something key here and that the timeline isn’t nearly as tight as this. Looking forward to someone pointing out exactly where so I can breathe easily for my poor PCs. :)
When in doubt, GM fiat. Or more specifically, taking the sketch of the Adventure Path and running with it and expanding it as works for you and your party. Here's how I handled this:
In my game, the Thorn River Camp isn't exactly in frequent communication with the Stag Lord's Fort. The Greenbelt, is, after all, unexplored wilderness, and it's both tedious and dangerous to travel between the two. You could also suppose that The Stag Lord has his more notable allies in his fort, while newer bandits are kept at Thorn River until they prove themselves as valuable assets to the gang.
I interpreted the week thing as "if a (named) bandit escapes, they'll make it back to the Stag Lord in about a week to change the password". Otherwise, no harm, no foul, and if your PC's want to be sneaky and RP bluffing their way into the fort (especially with the liqueur meant for the Stag Lord), you shouldn't unduly punish them for taking their time. If it's winter, the delay may be actually be longer. Lesser bandits probably don't exactly have the pull to casually report back to the Stag Lord, and would be hesitant to be bearers of bad news. And well, you could always roll random encounters for the escaping NPC; the party might later find them mauled as they attempted to return.
Nameless bandits may be simple thugs or even local hunters press-ganged into helping the Thorn River camp (since they'd no doubt be better hunters than the highwayman), and if your party insists on attacking the Stag Lord's Fort at low-level, perhaps a few said hunters would be willing to help the group in exchange for freeing them from their obligations under Kressle et al.

Caineach |

Having a question of the intended timing of this adventure.
I’m getting the “vibe” that this AP—especially the first few books—are more about “take your time, explore the area, get your bearings, the party determines the pace” (and that’s something that is a BIG draw!).
However, it seems like there is a “ticking clock” that leads the party towards the Stag Lord—not in a “rushed” sense per se, but definitely on a time table. And judging from many many many posts here, that kind of rush can be very deadly. ;)
From the first encounter at Oleg’s, the bandits at Thorn Ford are on alert, and the “key” phrase learned there is changed weekly down at the big guy’s pad. Seems a little “short” to leave room for exploring??
Quite certain that I’m missing something key here and that the timeline isn’t nearly as tight as this. Looking forward to someone pointing out exactly where so I can breathe easily for my poor PCs. :)
There are a couple things that don't quite mesh with me about the bandits, and this is one of them. I had the password change up monthly, with the Thorn River fort in contact roughtly once a month, but think it really should be every other month. I have had a couple other smaller camps with 1 general and 3-8 mooks appear, thanks to the 1d6 bandits random encounter. My players don't plan on sneaking in at this point, favoring repairing the catapults, so its not as important at this point.

Brian Bachman |

I warned my group at the beginning of Stolen Lands that there were things they might encounter that they might not be able to beat. I was actually referring to some of the stuff on the random encounters chart, but they took it to mean the Stag Lord, so they have been very deliberate about moving down to attack the Fort, exploring every bit of the territory assigned to them and doing every side quest before moving on to attack the Fort. More than two months of game time passed between the first encounter at Oleg's and their move against the Stag Lord, and they have had several encounters with bandits. Some have escaped their clutches and reported back, so the Stag Lord knows a fair amount about the group by now and has actively been seeking them out. He has also, of course, changed the password and his troops are on high alert, a little jittery even, as reported encounters with the PCs have gotten closer and closer, and the body count has grown. So, on the one hand, there is less chance of surprise, but on the other hand, my group of 7 PCs are all 3rd level (yes, I've upped encounter difficulty to account for 7 PCs, more regular bandits in this case, advanced template for the owlbear and an additional level or two for the main NPCs) and ready to go in and kick some antlered butt.
The assault started late in the session last week, and by the time we had to cut it, things were really in a precarious situation. The group tried to sneak right up the road to the fort at night, but stopped about 50 yards out and set scouts out to see if they could find a weak spot to penetrate the fort. Unfortunately, they triggered the zombies, and the noise from fighting them alerted the fort. So, rather than retreat, they have thrown caution to the wind and are launching a frontal assault on the fort. A well-placed sleep spell downed the guards in the tower near the gate, and the rogue has already swarmed up the wall with a rope and taken a position on the front tower. The dwarf fighter, paladin and sorceress are all at the base of the wall waiting to go up as soon as the rogue sets the rope. The cleric, the druid (with tiger companion) and the ranger are holding off the zombies but intend to break contact and dash for the wall as soon as they can, leaving the zombies outside.
Unfortunately, they have taken some significant damage from zombies and right now the party is pretty split up and vulnerable as the fort's inhabitants are rallying to repulse them. I can see this going a lot of ways, depending on how the dice fall, and a TPK is not out of the question. Any thoughts or advice?

E-Eternal |
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When Akiros flips comes to mind. This is a factor totally up to the GM. Perhaps ,as news of the pcs has filtered back and the fort prepared, he has been itching for his chance to break free even more so. The owlbear being released against the pcs but actually ends up doing more damage to bandits (many variables here - positioning etc). Diminished morale of bandits due to news of the pcs exploits. Just a few thoughts, good luck.

Brian Bachman |

When Akiros flips comes to mind. This is a factor totally up to the GM. Perhaps ,as news of the pcs has filtered back and the fort prepared, he has been itching for his chance to break free even more so. The owlbear being released against the pcs but actually ends up doing more damage to bandits (many variables here - positioning etc). Diminished morale of bandits due to news of the pcs exploits. Just a few thoughts, good luck.
Thsnks. All good points. I've been thinking a lot about how Akiros will react, and think I will try to make it a time of maximum benefit to the group. Hadn't really thought about how to manipulate the owlbear release, as the module spells it out pretty clearly, but I see how the timing could be adjusted slightly to make it a bit better for the PCs. Morale for the bandits has been a constant factor, and I think once they start falling, particularly to magic, a lot of them are going to try and cut and run if they think they can get away with it without the Stag Lord hunting them down and killing them afterward. The PCs have already accepted the surrender of several bandits in other encounters, and at least one of those has made it back to the fort, so they know surrender at some point might be a viable option, too. The big problem is going to be with the Stag Lord himself once he gets into action, particularly if they've already taken some damage from the bandits, the lesser leaders and the owlbear. Then the potential for one shot, one kill will definitely be pretty high.

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E-Eternal wrote:When Akiros flips comes to mind. This is a factor totally up to the GM. Perhaps ,as news of the pcs has filtered back and the fort prepared, he has been itching for his chance to break free even more so. The owlbear being released against the pcs but actually ends up doing more damage to bandits (many variables here - positioning etc). Diminished morale of bandits due to news of the pcs exploits. Just a few thoughts, good luck.Thsnks. All good points. I've been thinking a lot about how Akiros will react, and think I will try to make it a time of maximum benefit to the group. Hadn't really thought about how to manipulate the owlbear release, as the module spells it out pretty clearly, but I see how the timing could be adjusted slightly to make it a bit better for the PCs. Morale for the bandits has been a constant factor, and I think once they start falling, particularly to magic, a lot of them are going to try and cut and run if they think they can get away with it without the Stag Lord hunting them down and killing them afterward. The PCs have already accepted the surrender of several bandits in other encounters, and at least one of those has made it back to the fort, so they know surrender at some point might be a viable option, too. The big problem is going to be with the Stag Lord himself once he gets into action, particularly if they've already taken some damage from the bandits, the lesser leaders and the owlbear. Then the potential for one shot, one kill will definitely be pretty high.
And don't forget the reaction of Dovan and Auchs to Akiros' apparent betrayel. Dovan doesn't like Akiros to begin with and Auchs should feel betrayed by Akiros so they may focus on taking him down and leave the lesser bandits fighting the PCs. Also the owlbear, if released, will attack the closest person (even the bad guys) and will go after The Stag Lord if it sees him.

Cordo |

Two questions about the Kobold area Y1 (pg. 38).
1) Is the intent for Nikpik to lead the PCs through Chief Sootscale's area or to bypass it and go directly to Tartuk?
2) The text reads "Tartuk takes care to lead the PCs around the pits to the south as he escorts them." That should be "Nikpik takes care...", should it not?

SqueezeBox |
I'm trying to create easy reference sheets so I don't forget quests and rumors and the areas they are connected to. I'm forming packets for each module in the AP but I do not have the maps for each zone. I do own the map folio, but I want to get the maps with the areas listed.
I bought the physical copies of the Kingmaker AP, but do not own the PDFs. I want to get each of the maps with the keys found in each book without having to try to scan or photocopy my physical books or purchase the PDFs. Can anyone get me those maps (if it's even allowed by Paizo).

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I'm trying to create easy reference sheets so I don't forget quests and rumors and the areas they are connected to. I'm forming packets for each module in the AP but I do not have the maps for each zone. I do own the map folio, but I want to get the maps with the areas listed.
I bought the physical copies of the Kingmaker AP, but do not own the PDFs. I want to get each of the maps with the keys found in each book without having to try to scan or photocopy my physical books or purchase the PDFs. Can anyone get me those maps (if it's even allowed by Paizo).
As you spell it out, what you’re asking is not allowed, as it would be straight-up reproducing of copyrighted material explicitly without paying for it.
What *would be* allowed, if you want to go this route, is for you to draw your own version of the map on plain or hex paper, mark it up however you wish, and make your “packet” with that.

Brian Bachman |

Brian Bachman wrote:And don't forget the reaction of Dovan and Auchs to Akiros' apparent betrayel. Dovan doesn't like Akiros to begin with and Auchs should feel betrayed by Akiros so they may focus on taking him down and leave the lesser bandits fighting the PCs. Also the owlbear, if released, will attack the closest person (even the bad guys) and will go after The Stag Lord if it sees him.E-Eternal wrote:When Akiros flips comes to mind. This is a factor totally up to the GM. Perhaps ,as news of the pcs has filtered back and the fort prepared, he has been itching for his chance to break free even more so. The owlbear being released against the pcs but actually ends up doing more damage to bandits (many variables here - positioning etc). Diminished morale of bandits due to news of the pcs exploits. Just a few thoughts, good luck.Thsnks. All good points. I've been thinking a lot about how Akiros will react, and think I will try to make it a time of maximum benefit to the group. Hadn't really thought about how to manipulate the owlbear release, as the module spells it out pretty clearly, but I see how the timing could be adjusted slightly to make it a bit better for the PCs. Morale for the bandits has been a constant factor, and I think once they start falling, particularly to magic, a lot of them are going to try and cut and run if they think they can get away with it without the Stag Lord hunting them down and killing them afterward. The PCs have already accepted the surrender of several bandits in other encounters, and at least one of those has made it back to the fort, so they know surrender at some point might be a viable option, too. The big problem is going to be with the Stag Lord himself once he gets into action, particularly if they've already taken some damage from the bandits, the lesser leaders and the owlbear. Then the potential for one shot, one kill will definitely be pretty high.
Thought I'd update quickly. It all worked out well. The group actually quickly decided they were in too deep, and pulled back, taking a captive with them. They then played a game of cat and mouse with the Stag Lord over the next few days, probing his defenses and harassing the fort's residents, while he sent out and (once led) a couple of parties to seek them out and return the favor.
Then they faked a withdrawal in defeat, pulling back to the Temple of the Elk for a week, prompting the drunken Stag Lord to relax vigilance. Then they came back with a plan and vengeance on their minds, quickly clearing the wall at night via sleep and spider climb spells and ladders, then taking out most of the garrison quickly. Dovan went down like a chump right after releasing the owlbear. The owlbear and Auchs caused some damage, but weren't too hard to handle. Akiros stayed out of the fight in the early stages, but made a very cinematic entrance to confront the Stag Lord on the catwalks right after he shot down (but didn't kill) the party cleric.
All in all, a very enjoyable session. I thank the designers for creating some memorable characters in the fort for me to roleplay. This cast of misfits really got my party engaged and brought out the best in them roleplaying wise and tactically. Well done.

Leadjunkie |

Also, kudos to Tim for making Auchs...I actually feel pity for the dim-witted man with his toy soldiers.
I could not agree more. I think Auchs is the most compeling NPC in #31.
I am working with my players to prepare their "good" PC's and back grounds for our first Pathfinder campaign. I specifically chose this AP because of its "old school" sandbox style of play. We really enjoy a story arc that organically defines itself and develops NPC relationships.
I truly hope that the PC's opt for infiltration over direct assault as I want the oportunity to RP Auchs. I would like to see the players face the dilema of dealing with the "pitiful dim-witt" vs. the craven sadist.

Leadjunkie |

I am weighing the pros and cons of having the players draw their own exploration map vs. some of the methods suggested up-thread of presenting them with more artistic/graphic maps.
I am guessing that those who have opted for the later are not using the getting lost rules. If you are, how are you deceiving the PCs if presenting them with hex tiles or revealing sections of the map?
This seems like the perfect AP for challenging the players survival skills. I fully intend to make use of weather, terrain and supply challenges.

legallytired |

I'm using the map folio that I laminated and handed to the players. The rivers and forest have names and everything so it isn't really worth spoilering the lay of the land in my opinion. Just designate a player to fill in what they find on the map and it gives out a nice result that I sadly can't link here.
There's a good weather generator linked on the boards somewhere. I found that having someone take care of the rations for all the group helped a lot in getting things moving. Anyway, the players get access to horses pretty fast and they've got enough to spare for a extra horse to load a lot of food on.
My group of 6 is currently in Book 2. They're all intermediate/experienced players I would say and I've got 8 casualties so far. So just a warning if you're using the conversion.. stuff can get nasty really fast.
I'm wondering if I should have just split the xp in 6 and keep the encounters the same. (Maybe balance the beginning a bit)

Leadjunkie |

I am weighing the pros and cons of having the players draw their own exploration map vs. some of the methods suggested up-thread of presenting them with more artistic/graphic maps.
I am guessing that those who have opted for the later are not using the getting lost rules. If you are, how are you deceiving the PCs if presenting them with hex tiles or revealing sections of the map?
Still curious how Judges are using the "getting lost" rules if you are handing out printed maps to the players?

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Having a question of the intended timing of this adventure.
I’m getting the “vibe” that this AP—especially the first few books—are more about “take your time, explore the area, get your bearings, the party determines the pace” (and that’s something that is a BIG draw!).
However, it seems like there is a “ticking clock” that leads the party towards the Stag Lord—not in a “rushed” sense per se, but definitely on a time table. And judging from many many many posts here, that kind of rush can be very deadly. ;)
From the first encounter at Oleg’s, the bandits at Thorn Ford are on alert, and the “key” phrase learned there is changed weekly down at the big guy’s pad. Seems a little “short” to leave room for exploring??
Quite certain that I’m missing something key here and that the timeline isn’t nearly as tight as this. Looking forward to someone pointing out exactly where so I can breathe easily for my poor PCs. :)
I'm running this myself, so I had to take a look to find what you were referring to. I think the only part of that really on a clock is the Thorn River Camp. It's mentioned Svetlana thinks it's a day's ride away, based on their timing. Plus it mentions in section 3 that if the PCs take more than 3 days, the bandits will know something is wrong and be prepared. It does also mention the weekly password change in the section about the Stag Lord's Fort, however, that information especially is not something I think the players should be told, but neither is the time 'limit' on heading to Thorn River Camp. The players or their characters should never know there's hard-fast times for either event, unless their character asks an NPC, and that's likely only to happen for the password scenario. Either way, it can be waived, or the PCs recruit a bandit as their spy to keep them informed.

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Going to be starting up a Kingmaker game here pretty soon and I've read through this entire thread. One of the things that I really want to do for my players is make the hexagon map and then allow them to glue the hexagons on as they successfully explore. To me, this really emphasizes the exploration and gives the PCs a sense of achievement.
So, my question is, I bought the book from my FLGS and didn't download the PDF. Is there any good way to get a copy of the map short of trying to scan the page out of the book?
Thanks

RuyanVe |

@ Drennier: I can't think of any other way. An alternative map can be found here.
@ Lead junky: I do not apply the "getting lost"-rules in a strict sense, I do let my players make survival checks, but these are mostly to see, if they were successful in getting enough food (if two rolls fail in a row, they need to spend a whole day gathering food). Also, the Sorc has a raven familiar, so they are always able to either find the forrest or one of the rivers.
The conversion of SL can be found here.
Concerning the timer I let them take it easy after they found the Thorn River camp (and got busted) - the bandits did attack Oleg's but the two NPCs were already there and only the captain got away - she has harrassed the PCs ever since.
Ruyan.

Nix Tharel |
1 person marked this as a favorite. |

Going to be starting up a Kingmaker game here pretty soon and I've read through this entire thread. One of the things that I really want to do for my players is make the hexagon map and then allow them to glue the hexagons on as they successfully explore. To me, this really emphasizes the exploration and gives the PCs a sense of achievement.
So, my question is, I bought the book from my FLGS and didn't download the PDF. Is there any good way to get a copy of the map short of trying to scan the page out of the book?
Thanks
You might consider the Pathfinder Chronicles: Kingmaker Poster Map Folio. If I recall correctly, this had the "Player Maps," with only major cities marked. The 4 area hex maps are a bit... sparse in comparison to the AP version for the GM, but this might be what you are looking for. (For having 4 maps of empty terrain, I did not fully appreciate this product until I saw the print version.)
The physical version is a 4 page poster map, which means the individual hexes are roughly twice as large in comparison the hexes in the players guide or in the AP itself. It would also be a shame to cut it up into pieces, though I could see covering individual hexes in order to reveal them through exploration process.
The PDF version might offer some other options, if you have some skills with image editing.
--Nix

Philip Knowsley |
that's why I needed a tool to export the map and rework it. Even better, when I did, the map that was exported did not contain the symbols, so I can place the Trading Post or any other encounter area anywhere I want (any other encounter too).
poilbrun, do you still have that map you created?
Would you be willing to email me a copy please?
Essex of Colorado |

Calendar Issue:
The charter was issued on 25th day of Talistril, Umm that I think translates roughly to February. The adventures is only a few hundred miles form the polar North, OK so is the charter incorrect? Is it summer in February on this planet in this area? The rivers are running, not frozen. What season should this adventure start in? Also, any suggestions about the weather, I am thinking central Canada like conditions.
Incidentally, I charged each PC 5GP for the charter from their starting gold, unless they were LG and none were. I explained it was a free to all who would care to apply for the charter, but they were issued the charter after a ‘small’ administrative cost. They all understood. It gave them an introduction to the future politics even before Oleg’s cursing a blue streak.

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Calendar Issue:
The charter was issued on 25th day of Talistril, Umm that I think translates roughly to February. The adventures is only a few hundred miles form the polar North, OK so is the charter incorrect? Is it summer in February on this planet in this area? The rivers are running, not frozen. What season should this adventure start in? Also, any suggestions about the weather, I am thinking central Canada like conditions.
Incidentally, I charged each PC 5GP for the charter from their starting gold, unless they were LG and none were. I explained it was a free to all who would care to apply for the charter, but they were issued the charter after a ‘small’ administrative cost. They all understood. It gave them an introduction to the future politics even before Oleg’s cursing a blue streak.
The font is a bit weird-looking, but it is Calistril, named after the goddess Calistria, and is the February equivalent. Based on the story of the bandits coming on the first of the month, it's usually good to have the party arrive on the last day of Calistril so they can prepare for the next day, the 1st of Pharast. I use Dresden when determining the weather, based off a suggestion I found on here. I live two minutes walk away from a river, and while there may at times be ice in or on top of it, it's never really frozen solid. I from PA.

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Ditto what Runnetib said. Calistril is February—which is winter. Rivers, because they flow, are tricky things when it comes to freezing. It’s perfectly viable to go an entire winter without rivers ever freezing over.
For what it’s worth, in my campaign, when the PCs arrived at Oleg’s there was no snow, but they could see their breath, and it began snowing on the 1st of Pharast, so they did their ambush during a snowfall. Over the course of the next two days the snow fell pretty regularly. Early “March” snowfalls—gotta love ’em.

RuyanVe |

My players have not seen two sunny days in a row in the AP, well, well, short, rainy (and windy) spring followed by a short, cold summer and then on to a rainy and loong fall!
And after I found influenza in the affliction section, I was a happy DM (until the save became a joke and enough endure elements was available).
Also, do not forget the frozen waterfalls/ways with Fossergrim sleeping inside (it's always nice to see how much effort the players take to unlock the secret from a mere fluff thing).
Ruyan.

Jim Kiley |
And on a much less serious (punctuation) note, on page 65, 'reigns as unofficial "queen," ' should be 'reigns as unofficial "queen", ' ? ;)
Nope. This is punctuated correctly. English punctuation doesn't work like programmer punctuation (you may not be a programmer, but I am, and it threw me for a loop at first too).

ChrisO |

Is there any huge downside to shifting the timeframe of the adventure to begin in mid-fall? I have some autumn-themed encounters I want to work in, as well as assaulting the PCs with some harsher weather.
There should not be any downside to such a change. You'll have to alter the date on the charter, but beyond that, have fun!
Actually, there may be one downside: your players may hate you due to inclement weather. ;)

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Is there any huge downside to shifting the timeframe of the adventure to begin in mid-fall? I have some autumn-themed encounters I want to work in, as well as assaulting the PCs with some harsher weather.
Depending on how long they take to do things, and when the later 'explore' things take place, you could hit them with autumn later in the AP. Also, dependent on where you base the weather patterns IRL, you have some late winter cold and snow you could hit them with right from the start of the AP. Many of my players fell unconscious from non-lethal weather-caused damage.

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Lamashan Dalastonor wrote:But, a perfectly balanced, finely honed blade would be masterwork, and cost an extra 300 gp.What Lamashan said.
And also... I am POSITIVE I could go out and build a longsword that could stab someone in the heart. There's not much skill involved. But a spring-loaded bear trap? That's an entirely different story.
I actually do have a giant bear trap. It's teeth look like a dinosaurs. I can see how it would cost 50 gp...

Snatcherbanderwocky |
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So, the Stag Lord's a mean drunk that doesn't like to actually do anything anymore. I think he's probably too apathetic to care about the Thorn River camp not reporting in after a while. Akiros or Dovan might be interested, but more than that, I had a group of bandits figure out what was going on (some escaped) and try a different tactic. They avoided the PCs for a while, then went to Brevoy and got their own charter. Now they threaten to denounce the PCs as bandits, and are playing the "I'm not touching you" game with them. It's turning into a fun situation, where the PCs could always kill the bandits to get rid of them, but without evidence, folks like Oleg and Svetlana might lose respect for them. In their minds it would be cold-blooded murder, just because the PCs didn't like the other group.
Thoughts?

Brian Bachman |
2 people marked this as a favorite. |

So, the Stag Lord's a mean drunk that doesn't like to actually do anything anymore. I think he's probably too apathetic to care about the Thorn River camp not reporting in after a while. Akiros or Dovan might be interested, but more than that, I had a group of bandits figure out what was going on (some escaped) and try a different tactic. They avoided the PCs for a while, then went to Brevoy and got their own charter. Now they threaten to denounce the PCs as bandits, and are playing the "I'm not touching you" game with them. It's turning into a fun situation, where the PCs could always kill the bandits to get rid of them, but without evidence, folks like Oleg and Svetlana might lose respect for them. In their minds it would be cold-blooded murder, just because the PCs didn't like the other group.
Thoughts?
Umm... Why did the Swordlords give the bandits a charter? Given that the PC's charter basically gives them carte blanche to kill any bandit they meet, that would seem to indicate that the Swordlords kind of dislike bandits. Not sure what their motivation would be to give a bunch of bandits a competing charter, given that their goal is stability and decreased banditry on their border. Don't get me wrong - the idea of a competing group is cool and has lots of potential. I'm just not seeing the logic of it.
Additionally, I have a hard time seeing why, since the PCs presumably saved Oleg and Svetlana's lives and business in the first encounter, they would ever side with any group of bandits over them, especially since the PC's charter does give them the legal right to execute any bandit they find. Not murder, just frontier justice, and given what Oleg and Svetlana have suffered at the hands of the bandits, I'm having a hard time crediting any objection on their part to anything the PCs do to them. Of course, if the bandits have a charter, they aren't really bandits anymore, but that brings me back to my first thought.
In any event, perhaps your Brevoy and Stolen Lands are a lot different than they appear as written. That's your prerogative as GM. If it's working for you and you're having fun, go for it.

Snatcherbanderwocky |

The Swordlords don't really seem to be doing background checks. One of the traits is basically "You get a horse and a charter". Seriously, what's the difference between bandits and secret police? Oleg and Svetlana wouldn't know every single bandit in the Greenbelt, and they wouldn't just broadcast who or what they are unless they're just cartoons.

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The Swordlords don't really seem to be doing background checks. One of the traits is basically "You get a horse and a charter". Seriously, what's the difference between bandits and secret police? Oleg and Svetlana wouldn't know every single bandit in the Greenbelt, and they wouldn't just broadcast who or what they are unless they're just cartoons.
The 'brigand' trait would better support your position, methinks.
However, having sent four groups to four locations, and having said charters supposed to be relatively on the down low, why would they just up and hand one to some other group that shows up claiming to know about it? If some routed and lucky bandits have enough info and capability to 'figure out what was going on', why couldn't the Swordlords, capable of funding 4 large expeditions that have thus far historically been failures (aka disposable income) not be able to know that the PCs are still alive and kicking it in the Greenbelt? Especially since the premise of VV is "hey, we lost contact with these other guys, go check it out for us"?
I'm with Brian on this one; no offense meant and you're game and all, just getting a disconnect when trying to add it all up.

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I don't know. I guess I don't see where the disconnect is. It's not being picky if you're ready to just hand a soon-to-be-fledgling country's fate to 1st level PCs.
But they aren't granted the right to rule until book two (level 3-4), or in more in-character terms, until they've 'proven' themselves through hardships and eliminating a bandit threat lording over ~1800 square miles of land. They've managed to survive not only that, but the natural threats of the land as well, and are managing what even the mighty Taldor failed to do.

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So, the Stag Lord's a mean drunk that doesn't like to actually do anything anymore. I think he's probably too apathetic to care about the Thorn River camp not reporting in after a while. Akiros or Dovan might be interested, but more than that, I had a group of bandits figure out what was going on (some escaped) and try a different tactic. They avoided the PCs for a while, then went to Brevoy and got their own charter. Now they threaten to denounce the PCs as bandits, and are playing the "I'm not touching you" game with them. It's turning into a fun situation, where the PCs could always kill the bandits to get rid of them, but without evidence, folks like Oleg and Svetlana might lose respect for them. In their minds it would be cold-blooded murder, just because the PCs didn't like the other group.
Thoughts?
wow! That's definitely different. My group had written up backgrounds most were from Rostland area. I usually have my pcs write up a background. It helps get everyone in the mood and I like to see when I can pull ideas from their backgrounds.

muftiman |
Arnwyn wrote:Well, I guess I was hoping by calling them a specific KIND of radish, and thus implying that those radishes are rare, that it would have been a bit more high-adventure. ALSO: This is a low level quest. It's basically of the same caliber as "Go into my basement and kill the giant rats down there." It's not SUPPOSED to be something high and crazy. The PCs, by the time they get to the point where they're slaying dragons and taking on armies, should be able to look back and say, "Wow... we've come a long way. Remember when we had trouble picking radishes?"While I can't speak for others, I think that's pretty much understood. I kinda figured that the gp amount had to do with metagame reasons.
It's probably better to reverse the criticism - think instead "250 gp is just fine for a reward... but don't tie it to a quest about radishes, for pete's sake".
So, if the reward isn't wonky, the job tied to that reward really is.
I completely agree with Arnwyn in that the radish aspect, if not elaborated on, is by itself kinda iffy. Especially if your party is a bunch of tyrannical Banite Zhents who will totally disregard any mention of silly radishes.
I'm definitely adding some minor effect to the radishes so they are slightly magical - lets say a single portion can feed a medium creature for a day. Another idea is that ability potions made from the radishes have a +1 enchantment bonus (ie:+5). PC's of would definitely be interested in those radishes! Also, these details could involve Bokken and Svetlana-Oleg as well for trade reasons. The hireling idea also sounds great and can add a sleazy element. Thinking of perhaps making this an optional resource hex if the plant is cultivated.
Just some thoughts, please let me know if there are any other ideas.
cheers

muftiman |
Some background:
We will start playing Kingmaker in about a month so I've had ample time to prepare for most scenarios and have added loads of conversions, but perhaps not enough.
The Party:
-Cleric of Bane/Dreadmaster (w. leadership - Bane Anti-Paladin cohort)
-Transmuter Wizard (Zhent Skymage/Telekinesis Master (Master of the Unseen Hand) with special mount- Wyvern and then Green Dragon cohort)
-Ranger/Assassin (probably w. humanoid and fey favored enemy)
-Zhent Noblewoman Bard (ruler role w. leadership; thinking about creating a battlebard prestige class for her)
1. we usually play with 30 point build, so the characters will be heroic level.
2. also, since two members of the party will have leadership feats (Dreadmaster will have insane amount of followers) and probably bodyguard type cohorts, and since the Skymage will have a young adult green dragon by the end of the adventure, this raises several issues.
2.b. another thought we had is to make the leadership feat accessible at lvl1 or 3, which would grant the player a cohort of lvl1 immediately and a couple lvl1 followers later on as their leadership score increases to above 6 (basically just expanding to table to lower leadership scores).
however, with high cha scores (16-20) and perhaps born leader background traits :), it would mean that the party at lvl1 is exploring with 3-5 extra fighters or rangers. at lvl3 they could have 4-8 lvl1 followers.
some solutions:
definitely have to raise encounter levels - adding templates, funky wilderness encounters (from clans of the fey realms and bestiary2 :), levels on key npc's and basically multiplying monster totals by at least 1.5!
another thought is to limit 1st level followers to commoners and hireling type roles, so the feat basically gives a 1st level bodyguard until level4-7. this would only be important in the beginning, but i would just treat everything as having a 6 member party.
to keep it short, I definitely need to change things up.
please let me know if you have any thoughts on specific ideas to limit leadership at low levels.
cheers,
tomi