Rivers Run Red (GM Reference)


Kingmaker

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Sovereign Court

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Caelinae wrote:

Pg 32 The Lonely Barrow

Room F3 Description describes 6 skeletons in EACH of these rooms and yet only one is marked on the map. There is no description for room F5. I think RM F4 on the map is suppose to be F3 as well and RM F5 is suppose to be F4.

Pg 34-35 Rigg's Stat Block
His to Hit with his short sword appears low. It is listed as +6. I believe it is suppose to be +15(+4 Base Attack, +9 Dex mod from Weapon Finesse, +1 from Weapon Focus (short sword), and +1 from the magic).

The Lonely Barrow:

You're right - there's a mistake on the map. F4 on the map should be another room F3, and F5 on the map should be room F4.

Rigg's stat block:
Looks like a "1" got left out there. His attack should be +16 (+4 Base Attack, +9 Dex, +1 Weapon Focus, +1 magic, and +1 size bonus [Small]).

Grand Lodge

Wow! Some of you guys have had your pdf #32 for over a week. Still nothing on my end is there anything I can do to at least get the pdfs released? Reading the blogs are driving me crazy lol! Thanks for listening or reading my rant.

Grand Lodge

Rob McCreary wrote:
Caelinae wrote:

Pg 32 The Lonely Barrow

Room F3 Description describes 6 skeletons in EACH of these rooms and yet only one is marked on the map. There is no description for room F5. I think RM F4 on the map is suppose to be F3 as well and RM F5 is suppose to be F4.

Pg 34-35 Rigg's Stat Block
His to Hit with his short sword appears low. It is listed as +6. I believe it is suppose to be +15(+4 Base Attack, +9 Dex mod from Weapon Finesse, +1 from Weapon Focus (short sword), and +1 from the magic).

The Lonely Barrow:

You're right - there's a mistake on the map. F4 on the map should be another room F3, and F5 on the map should be room F4.

Rigg's stat block:
Looks like a "1" got left out there. His attack should be +16 (+4 Base Attack, +9 Dex, +1 Weapon Focus, +1 magic, and +1 size bonus [Small]).

+9 Dex impressive +16 attack ow!!


PJ wrote:
Wow! Some of you guys have had your pdf #32 for over a week. Still nothing on my end is there anything I can do to at least get the pdfs released? Reading the blogs are driving me crazy lol! Thanks for listening or reading my rant.

Subscribe to the APs and you get your PDF when they're ready to ship


TheChozyn wrote:
Subscribe to the APs and you get your PDF when they're ready to ship

Doesn't help all of us.

My package hasn't made it into shipping yet.

RPG Superstar 2011 Top 16

Franz Lunzer wrote:
TheChozyn wrote:
Subscribe to the APs and you get your PDF when they're ready to ship

Doesn't help all of us.

My package hasn't made it into shipping yet.

It also helps to live virtually next door to Paizo HQ. :-D I got my physical book yesterday.

(While I'm on the subject: if anyone else lives in the area, ping me and we could do a meetup. I'm always interested in expanding my gaming network. I can introduce you to my peeps too: I've got more potential PCs than I can reasonably GM for.)

Grand Lodge

Yay! I got my PDFs yesterday!! AWESOME!! I actually took out my Birthright stuff to get more ideas for Kingdom encounters and turns. Definitely some similarities there. I think my group is going to be blown away. Keep up the good work Paizo!

thnx Again,
PJ

Grand Lodge

TheChozyn wrote:
PJ wrote:
Wow! Some of you guys have had your pdf #32 for over a week. Still nothing on my end is there anything I can do to at least get the pdfs released? Reading the blogs are driving me crazy lol! Thanks for listening or reading my rant.
Subscribe to the APs and you get your PDF when they're ready to ship

I am a subscriber to just about everything :)

Jon Brazer Enterprises

Anyone else's order still pending? (sad face)

Grand Lodge

James Jacobs wrote:
stuart haffenden wrote:


I have to say that when I was looking at the first book and the gold mine in particular, I thought it would be a huge source of income for the PC's settlement but the rules in the second volume put all mines at +1 BP regardless of what they produce.

I think I have my Sid Meier's Civilisation head on and want a gold mine to be more valuable.

If you want gold mines to be worth more, it's a pretty simple thing to just change the economy bonus it grants up to +2 or more.

And here's the secret: we DID playtest these kingdom rules, but they're really still brand new. The longer a kingdom runs, the higher its scores are gonna get, and the more into weird unexplored territory you'll get. I'm REALLY curious (and a little nervous) to see where things end up in the long run at the end of the campaign. I'm relatively sure it's going to end up having kingdoms that are pretty stable and successful, but that's sort of the goal and the point. We don't want building a kingdom to be SO TOUGH that folks give up. And by the time "War of the River Kingdoms" begins, you'll probably be needing a LOT of BP to fund those armies and keep them going...

So what I'm saying is that if you think that a building or a resource needs to have different numbers... try out some changes! If things get to a point where you think things are getting too hard or too easy to run the kingdom, you as the GM have the power to have some event like a famine or a sudden run of good weather adjust the stats for the kingdoms any way you want to bring things back in line with what you want. As long as you couch these adjustments in the form of descriptive events during the Event phase, the ultimate success of a kingdom should be pretty easy to adjust.

If this plays out like Birthright at the beginning you just don't have enough actions and money to do enough but as your Kingdom grows successfully it starts to really get some momentum going and it was much easier later on -- I guess so much more resources to fall back on etc.


I'm having a small problem with the quests on the inside cover of this volume. Specifically the quests I'm not too happy about are Forest Drake Hunt and Northern Howls. The reason I'm not too happy about these two is that these quests are meant to be solved by the player's, right? But when you read the reward on these two it says that the kingdom has approved a reward for these quests. Since it's the players that run the kingdom this sounds to me like it's the players who have approved the reward and now it's them who goes after it. I'm probably going to change this somehow, but I'm not sure how yet, perhaps by a reduction in Unrest or something.

Anyone else having a problem with these quests, and if so what's your solution?

Jon Brazer Enterprises

DOWNLOADING!!!!

Paizo Employee Creative Director

evilash wrote:

I'm having a small problem with the quests on the inside cover of this volume. Specifically the quests I'm not too happy about are Forest Drake Hunt and Northern Howls. The reason I'm not too happy about these two is that these quests are meant to be solved by the player's, right? But when you read the reward on these two it says that the kingdom has approved a reward for these quests. Since it's the players that run the kingdom this sounds to me like it's the players who have approved the reward and now it's them who goes after it. I'm probably going to change this somehow, but I'm not sure how yet, perhaps by a reduction in Unrest or something.

Anyone else having a problem with these quests, and if so what's your solution?

We did indeed phrase those reward entries poorly. The "kingdom" in question isn't really meant to be the PCs' kingdom but their sponsors in Restov, who for this adventure are still relatively involved in supporting the PCs.

Alternatively, whoever you decide puts the wanted poster up (be it a merchant's guild, an inkeeper, a hunter, or whatever) is the one who gives out the reward, not this unnamed "kingdom."

Going forward with #33, we move toward listing specific NPCs and/or groups who are responsible for the "Wanted" quests, in any event.


James Jacobs wrote:
evilash wrote:
One sadly (minor) negative comment thus far: Does Hex T say "Wangering Giant" ?
Wandering Giant is the correct spelling.

But, it's a LOT less terrifying. I'll have to keep the Wangering Giant on backup in case my players get too complacent and I really need to strike fear into their hearts.


James Jacobs wrote:
We did indeed phrase those reward entries poorly. The "kingdom" in question isn't really meant to be the PCs' kingdom but their sponsors in Restov, who for this adventure are still relatively involved in supporting the PCs.

OK, that makes sense. Thank's a lot :)


Shinmizu wrote:
James Jacobs wrote:
evilash wrote:
One sadly (minor) negative comment thus far: Does Hex T say "Wangering Giant" ?
Wandering Giant is the correct spelling.
But, it's a LOT less terrifying. I'll have to keep the Wangering Giant on backup in case my players get too complacent and I really need to strike fear into their hearts.

I can see it now...

DMYou see a Wangering Giant

PCWhat's a Ring Giant and why is his wang out?!

RPG Superstar 2011 Top 16

Having finished the initial rush of reading through, I've started to look at this with more of an eye towards: okay, so how do I run this?

Namely, I'm trying to figure out how to start it. It seems a bit abrupt to jump straight into "pick a hex to spend your first BP on." Is it worth roleplaying the scene back in Restov where the PCs are handed the charter and resources? What is that like? Who are these "lords" who are sponsering them? Anyone have any advice on how to play them up? Depending on the planned events in #33 and #34, I could see them being anything from dismissive, to desperate, to hopeful, to manipulative and everything in between.

It seems like they don't send any advisors or critical NPCs down with the PCs.

Where would this deal take place? The city of Restov itself? In the King's throne room? In a townhall? How opulent/formal vs lowkey/shady is this commisioning supposed to be?

Also, is this roughly the same time when the other three groups are getting their commissionings, or they did head out before us (back during the events of #31)? This seems like a good place to do some Diplomacy and gathering of information (and otherwise give a nice setting change before jumping back into the wilderness).

Any thoughts, either official or not?


Erik, those are some good thoughts- they might be worth starting a new thread for depending on the official answer (if more needs to be fleshed-out).

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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The official text, if you read closely, will tell you the following:

1. All four groups get their commissions around the same time. However, the level of involvement is somewhat different in each - more experienced soldiers and diplomats are sent to the farthest points west, for instance, as that is where they expect to run into the most direct border issues with Pitax. The PCs are probably the least experienced of the chartered explorers, and they got sent to the Greenbelt because it's the least strategically vulnerable. The middle west (along the Hooktongue Slough and the Sellen River) and the eastern (the Nomen Heights and the fringes of the Iobarian steppes) are kind of in between in terms of how hardcore the people are that got sent there.

2. *ALL* of the Restov-sponsored exploration and settlement of the area is supposed to be kind of on the down low. Rostland, the southern half of Brevoy, doesn't want to openly provoke strife with Issia (the northern half) OR with any of the River Kingdoms (Pitax and Mivon are closest) by just making a naked land grab. It's a sufficiently questionable area that they can kinda-sort get away with it as long as the little colonies stay small and insignificant. Nobody cares, because everyone assumes they'll get swallowed up by the wilderness just like every other band of nobodies who has tried to settle the area.

So in answer to your question, the Swordlords wouldn't make a big public show of granting these charters. No public ceremonies, no big proclamations. In fact, they would probably do it through intermediaries rather than meeting PCs in person, or at most might entertain a private audience. As for the goods and the settlers, they would probably just send a representative to Oleg's Trading Post, which is right along the road from Restov, and let the PCs take it from there.

If you want a particular name, the commission in #31 has one at the bottom of it. You can either assume that Swordlord handles all further business with the PCs, or you can look at the Brevoy article and see which noble houses you might want to work in as interested in the colonies (perhaps coinciding with any PCs who elected to take Brevoy noble house traits for themselves).

3. HOWEVER, as these colonies get larger and more established, the "Swordlords of Restov" who are ruling Rostland realize that if they keep on with openly sponsoring these colonies, they are going to get caught with their hand in the cookie jar, so to speak, and their more powerful/established neighbors are going to get pissed off. By around the beginning of #33, that is what is happening. The PCs have probably grown their kingdom past the 20-hex Duchy mark by the end of #32, and people in other countries are starting to notice.

Thus, they start to withdraw their support. They point the PCs in the direction of the strange happenings in Varnhold because by this time they can't afford to directly intervene. Not only do the PCs need to take care of themselves; they and the other colonists are going to have to look after each other, because Rostland/Brevoy can't help any of them any more.

Hope that helps.

Paizo Employee Creative Director

Light Dragon wrote:

Erik, those are some good thoughts- they might be worth starting a new thread for depending on the official answer (if more needs to be fleshed-out).

The official answer is that this is a sandbox game. We tried to leave a LOT of the choices to the GM. We may have even overdone it.

The assumption is, though, that the way this campaign begins is with the players familiarizing themselves with Kingmaker by reading the Kingmaker's Player's Guide first, then making their characters. Then give the players a copy of the charter (presented on the first page of the adventure), and simply tell them that they have gathered at Oleg's Trading Post. One way to do this is to have the PCs each roll initiative, with the results indicating what order the chartered PCs arrive at Oleg's so that each one can explain his/her entrance.

In any event, it's probably best to just summarize the journey from Restov; if the PCs travel to Oleg's from Restov as a group, this is a great chance for each of the players to describe their characters to each other.

The AP itself, though, does indeed assume the game actually begins with the PCs first arriving at Oleg's Trading Post.

RPG Superstar 2011 Top 16

I'm sorry, I think I used the word "commission" a bit ambiguously. I am *not* talking about receiving the charter TO EXPLORE prior to #31. I am talking about the charter TO SETTLE prior to #32. It's obviously a big promotion! And getting 50 BP worth of people and supplies has to have SOME sort of ceremony - if the nobles don't do it at the very least the local clerics will come out and perform a blessing (last rites?) on the pilgrims.
Maybe I'll find a way to have some Issian spys present? Would that be "cool" or is that more akin to "messing things up"?

So my question about "other groups" would be: were these other groups similarly put through a 2-stage process (explore, then settle) or were the more strategically important groups fast-tracked straight into the "settle" charter? And if they were 2-staged, did they reach "stage 2" at roughly the same time (enough that it would be possible to run into them back in Restov?)

Also, I thought the books say that the group over the hooktongue slough (middle west if you will) was the most strategically important? That Restov sent all the emissaries and diplomats to secure that trade route?
(and I thought the far west got wiped out before they could get a foothold - am I totally hallucinating here?)

Paizo Employee Creative Director

Erik Freund wrote:

So my question about "other groups" would be: were these other groups similarly put through a 2-stage process (explore, then settle) or were the more strategically important groups fast-tracked straight into the "settle" charter? And if they were 2-staged, did they reach "stage 2" at roughly the same time (enough that it would be possible to run into them back in Restov?)

Also, I thought the books say that the group over the hooktongue slough (middle west if you will) was the most strategically important? That Restov sent all the emissaries and diplomats to secure that trade route?
(and I thought the far west got wiped out before they could get a foothold - am I totally hallucinating here?)

The other three groups who were sent out to settle their lands more or less went through a similar process to the PCs, but the further west you go, the more quickly the groups were destroyed. It's probably best to assume that all four groups more or less reached the kingdom building stage all at the same time... except in the case of the group going into the Glenebon Uplands (the furthest to the west); they got crushed before they got out of stage one.

The Slough is the most strategically important because the East Sellen River flows through this area; that's the primary trade route from Brevoy to the Inner Sea (the Shrike, which also flows from Brevoy to eventually hook up to the Sellen, isn't used as much for trade as it has two significant waterfalls between Restov and the Greenbelt).

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Erik Freund wrote:

I'm sorry, I think I used the word "commission" a bit ambiguously. I am *not* talking about receiving the charter TO EXPLORE prior to #31. I am talking about the charter TO SETTLE prior to #32. It's obviously a big promotion! And getting 50 BP worth of people and supplies has to have SOME sort of ceremony - if the nobles don't do it at the very least the local clerics will come out and perform a blessing (last rites?) on the pilgrims.

Maybe I'll find a way to have some Issian spys present? Would that be "cool" or is that more akin to "messing things up"?

So my question about "other groups" would be: were these other groups similarly put through a 2-stage process (explore, then settle) or were the more strategically important groups fast-tracked straight into the "settle" charter? And if they were 2-staged, did they reach "stage 2" at roughly the same time (enough that it would be possible to run into them back in Restov?)

Also, I thought the books say that the group over the hooktongue slough (middle west if you will) was the most strategically important? That Restov sent all the emissaries and diplomats to secure that trade route?
(and I thought the far west got wiped out before they could get a foothold - am I totally hallucinating here?)

Nope, you're right. I was the one hallucinating/misrememberating. :)

Dark Archive

Adventure Path Charter Subscriber
James Jacobs wrote:
The official answer is that this is a sandbox game. We tried to leave a LOT of the choices to the GM. We may have even overdone it.

At first I was wondering whether you had overdone it too but with all the support available from the community here I think you may have ended up outdoing yourselves in a very positive way. You said yourself that for Paizo this was uncharted (and possibly scary) territory (kind of like the campaign arc itself :). The more I read here on the boards the more excited I become to run it. Thank you James and Jason (and all others) for making answering our questions here a priority. I now have the tools to take this adventure to any level of complexity.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Happy to help. I figure if I had the advantage of getting to play with these things for a couple of months already, I may as well share he some lessons learned or insights gained.


Rivers Run Red wrote:

You can determine the type of monster by rolling on

a wandering monster table until you get a result of CR
7 or higher.

My question: is the CR 7 dependant on the Average Party Level? Should the CR be adjusted when the PCs are of lower or higher level? And are monsters below this CR assumed to be held in check automatically by the defenses of the kingdom?

Paizo Employee Creative Director

Zen79 wrote:
My question: is the CR 7 dependant on the Average Party Level? Should the CR be adjusted when the PCs are of lower or higher level? And are monsters below this CR assumed to be held in check automatically by the defenses of the kingdom?

Nope. CR 7 is a static number, since this puts the monster selection firmly in the sweet spot of monster choices, and is a significant monster that can do a lot of damage to common folk and patrolling soldiers but isn't something that is so ridiculously overpowered that it's unstoppable. That kind of high CR monster is best handled by having the PCs seek it out and fight it.

And really, the monster's CR doesn't matter for the mechanics at all, since the way to handle it in the rules is to just make a Stability check. The CR only matters if the PCs want to go fight the monster, in which case you can go ahead an make the monster whatever you want (although if the CR is TOO high, it might be weird that the monster is just essentially a random encounter and not a plot-important NPC).


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I just had a quick question regarding the Dancing Lady. It says she can move and act normally while maintaining her captivating dance. Does that mean she can continue dancing even when attacking or grappleing foes? Do her enemies ever get another save against the effect?

I should also note that there are at least two typos in the stat blocks: The lonely warrior should have +11 to attack rather than the listed +1 and the quickling should have +16 rather than the listed +6.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

James Jacobs wrote:
Zen79 wrote:
My question: is the CR 7 dependant on the Average Party Level? Should the CR be adjusted when the PCs are of lower or higher level? And are monsters below this CR assumed to be held in check automatically by the defenses of the kingdom?

Nope. CR 7 is a static number, since this puts the monster selection firmly in the sweet spot of monster choices, and is a significant monster that can do a lot of damage to common folk and patrolling soldiers but isn't something that is so ridiculously overpowered that it's unstoppable. That kind of high CR monster is best handled by having the PCs seek it out and fight it.

And really, the monster's CR doesn't matter for the mechanics at all, since the way to handle it in the rules is to just make a Stability check. The CR only matters if the PCs want to go fight the monster, in which case you can go ahead an make the monster whatever you want (although if the CR is TOO high, it might be weird that the monster is just essentially a random encounter and not a plot-important NPC).

You can kind of go either way with this, both with the straight "exploration" wandering monsters, and with the MONSTER ATTACK event wandering monsters.

In my regular Kingmaker group, the party has run into two variations on this theme, now in about month 14 or 15 of the kingdom.

#1: The party explored the hex with the Sootscale Caverns. Since they were around 6th level or so already, I rolled a wandering monster and had that monster have wiped out the Sootscale kobolds (they still exist in the other KM campaign I've started, with my daughter and her high school friends, which have just hit 2nd level after their first harrowing battle with the mites at the Old Sycamore).

That monster turned out to be a barghest, which I beefed up to a greater barghest with some goblin rogue minions. They routed the goblins but the barghest escaped. Since then, the party eventually discovered that the repeated wolf attacks on their eastern frontier are probably being organized by that same barghest, and they are planning on trying to track him down and finish him.

So, this random encounter became a plot-relevant recurring villain as the PCs write their own story.

#2: The party had a random event encounter, and a few die rolls made it a DRAGON ATTACK! The party still doesn't know for sure the nature of the beast, whether it is a true dragon or some draconic offshoot like a forest drake. They know that it ravaged their southernmost hex, that it lives in the southern woods of the Greenbelt, that it killed a hydra with some kind of acid attack, and it is green, scaly, and flies.

They were in the middle of dealing with a political crisis and so made a Stability roll to drive off the "dragon" - the roll succeeded, so the in-game rationale was that the PCs helped the local militia plan a series of archer ambushes that annoyed the dragon enough to make him leave for easier prey elsewhere.

Even so, the threat has remained squarely in front of the PCs, and they recently took a break from politics to go adventuring and try to track the dragon down. This has also been interwoven with a bounty from Brevoy for the death of the "King of the Forest" (per the inside cover quest). The PCs were exploring the southern woods en route to find the dragon in its lair in the winter when they got derailed with other encounters (including the Old Beldame, the Hermit, and the Lair of the Lizard King, plus the "Where's Tig" quest brought along with their new party member). Because of several party deaths fighting the lizardfolk, the party had to retreat and go to Restov to purchase some scrolls to bring back the dead, and so the party is now intending to try to hit the barghest from #1 since they'll be "in the neighborhood" of their eastern frontier.

Still, the random kingdom event lingers as a dangling plot thread, as does the random exploration encounter with a tough, smart monster that escaped. Maybe escaped monsters just disappear into the wilderness. Maybe they hang around and want revenge, like

Spoiler:
the will o'wisp in the lizardfolk village, which barely escaped and which the PCs now worry will rally other lizardfolk for a retaliatory attack.

Whether the dragon or the barghest (or a will o'wisp or any other intelligent evil monster) that is encountered randomly is simply a savage killing machine or an evil mastermind is not at all clear when you roll the dice and that encounter comes up.

That is one of the beauties of this campaign setup. The PCs are writing their own story. The plot of the adventures does exist, but the setting wraps itself around the PCs and the actions they take.

My PCs have ignored the barghest for a while and he's been making trouble. They wanted to deal with the dragon. Now they have left the dragon and whatever fallout may occur from the lizardfolk battle and will go and try to deal with the barghest. Will something bad happen back in the southern woods while they're over dealing with the threats in the eastern hills?

Who knows?

Let's play and find out... :)

Paizo Employee Creative Director

Tem wrote:
I just had a quick question regarding the Dancing Lady. It says she can move and act normally while maintaining her captivating dance. Does that mean she can continue dancing even when attacking or grappleing foes? Do her enemies ever get another save against the effect?

Moving and acting normally basically means that as long as she's capable of gyrating and dancing, the effects keep going. Spellcasting and attacking don't disrupt dancing, but something like grappling (or being grappled) would. She won't be draining blood from someone while she dances... the dance is pretty much intended to make it easy for her to grapple though.


How much are players intended to know about the workings of the kingdom system in the back of Rivers Run Red?

I imagine I will keep it GM knowledge but will offer bits of information if the players pass an adequate skill check. E.g. Knowledge (local); any other suggestions for good skills players can take if they want to know how to manage their kingdom

Paizo Employee Creative Director

The Grandfather wrote:

How much are players intended to know about the workings of the kingdom system in the back of Rivers Run Red?

I imagine I will keep it GM knowledge but will offer bits of information if the players pass an adequate skill check. E.g. Knowledge (local); any other suggestions for good skills players can take if they want to know how to manage their kingdom

While you can certainly use Knowledge checks and NPC advice to partition out hints and clues, or link knowledge of the rules to skill checks, the rules themselves were written with the assumption that the PCs get to see all of the rules.

The kingdom, after all, is theirs to build. Just like their characters are. You let the PCs see all the rules for their characters, so there's not really a reason to not let them see the rules for building kingdoms unless you're worried that they'll obsess over the numbers and forget that they're actually playing an RPG, I guess.


James Jacobs wrote:
... unless you're worried that they'll obsess over the numbers and forget that they're actually playing an RPG, I guess.

That was my concern :)

Paizo Employee Creative Director

The Grandfather wrote:
James Jacobs wrote:
... unless you're worried that they'll obsess over the numbers and forget that they're actually playing an RPG, I guess.

That was my concern :)

Well... as I often say: "You know your players better than we do." If you think that your players will lose sight of the big picture and simply numbercrunch the best mathematical solution to the irresistible equation that is a VERY complex math problem (building the best kingdom with the least amount of BP expended), it's probably best to adopt a much more narrative approach.


Tem wrote:
Does that mean she can continue dancing even when attacking or grappling foes?

I believe the dancing styles are called "moshing" and "grinding" respectively. :)

Liberty's Edge

The Grandfather wrote:
James Jacobs wrote:
... unless you're worried that they'll obsess over the numbers and forget that they're actually playing an RPG, I guess.

That was my concern :)

What about Jason Nelson's advice from this thread?

Paizo Employee Creative Director

Jagyr Ebonwood wrote:
The Grandfather wrote:
James Jacobs wrote:
... unless you're worried that they'll obsess over the numbers and forget that they're actually playing an RPG, I guess.

That was my concern :)

What about Jason Nelson's advice from this thread?

I know most of the players in Jason's game. They are not typical of most players—they REALLY get into the grit and grist of the numbers... often to the detriment of the flavor and intent of the rules. One of them, in fact, decided he wanted to train his cat familiar to ride a horse in a previous game. It didn't matter to him that the idea was ridiculous or impractical or illogical or physical difficult—the fact that the cat had an intelligence score for being a familiar and thus could take ranks in skills like Ride was all the justification that player needed to go ahead with the scheme.

Jason made the right choices for his particular group. ;-)

Which goes for everyone, honestly—you know your players and how they'll react to the rules better than I would. But for the most part, for the average group, sharing the rules is fine and expected.

RPG Superstar 2011 Top 4

James Jacobs wrote:
One of them, in fact, decided he wanted to train his cat familiar to ride a horse in a previous game.

...wwwwhhhyyy????

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

James Jacobs wrote:
Jagyr Ebonwood wrote:
The Grandfather wrote:
James Jacobs wrote:
... unless you're worried that they'll obsess over the numbers and forget that they're actually playing an RPG, I guess.

That was my concern :)

What about Jason Nelson's advice from this thread?

I know most of the players in Jason's game. They are not typical of most players—they REALLY get into the grit and grist of the numbers... often to the detriment of the flavor and intent of the rules. One of them, in fact, decided he wanted to train his cat familiar to ride a horse in a previous game. It didn't matter to him that the idea was ridiculous or impractical or illogical or physical difficult—the fact that the cat had an intelligence score for being a familiar and thus could take ranks in skills like Ride was all the justification that player needed to go ahead with the scheme.

Jason made the right choices for his particular group. ;-)

Which goes for everyone, honestly—you know your players and how they'll react to the rules better than I would. But for the most part, for the average group, sharing the rules is fine and expected.

I don't even remember the cat thing. I think my rational mind blotted it out. It does sound like a Pat or a Pete special, though.

Of course, I probably shouldn't mention the hundred-email-long thread about whether my dwarf could ride his horse or his mule inside a dungeon... :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Scipion del Ferro wrote:
James Jacobs wrote:
One of them, in fact, decided he wanted to train his cat familiar to ride a horse in a previous game.
...wwwwhhhyyy????

"Because it's there."

Or, it's all part of the New Cruelty. Towards DMs. But don't worry, I get them back. Ohhhh, do I get them back... :)

Paizo Employee Creative Director

Jason Nelson wrote:

I don't even remember the cat thing. I think my rational mind blotted it out. It does sound like a Pat or a Pete special, though.

Of course, I probably shouldn't mention the hundred-email-long thread about whether my dwarf could ride his horse or his mule inside a dungeon... :)

The cat riding a horse attempt was in Julia Martin's Middle Kingdoms campaign. Tjaden might have had that day off if he was lucky.


Guess this can go here as well as anywhere else;

Are the NPCs from Stolen Lands (Kesten, Akiros, Jhod etc) leveled up/fleshed out/further elaborated in any manner in Rivers Run Red?

I had Jhod level up to lv5 when the PCs killed the bear, allowing Jhod to fix the temple and complete his vision-quest, so that he could remove disease and whatnot (Fighter came down with both Red Ache AND Filth Fever when fighting the mites).

Also, the Cleric is talking Akiros into contemplating becoming a paladin again (she is pretty close to exalted, and made some pretty bad-ass diplomacy checks, using the Book of Exalted Deeds "Redeeming" bit, turning him to the side of Good)


Kamelguru wrote:

Guess this can go here as well as anywhere else;

Are the NPCs from Stolen Lands (Kesten, Akiros, Jhod etc) leveled up/fleshed out/further elaborated in any manner in Rivers Run Red?

I had Jhod level up to lv5 when the PCs killed the bear, allowing Jhod to fix the temple and complete his vision-quest, so that he could remove disease and whatnot (Fighter came down with both Red Ache AND Filth Fever when fighting the mites).

Also, the Cleric is talking Akiros into contemplating becoming a paladin again (she is pretty close to exalted, and made some pretty bad-ass diplomacy checks, using the Book of Exalted Deeds "Redeeming" bit, turning him to the side of Good)

There are some ability scores for NPCs at the beginning of Rivers Run Red, but I don't think it'll be game-breaking if you statted them differently. The ability scores are there in case you are using one of those NPCs for a kingdom role.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

James Jacobs wrote:
Jason Nelson wrote:

I don't even remember the cat thing. I think my rational mind blotted it out. It does sound like a Pat or a Pete special, though.

Of course, I probably shouldn't mention the hundred-email-long thread about whether my dwarf could ride his horse or his mule inside a dungeon... :)

The cat riding a horse attempt was in Julia Martin's Middle Kingdoms campaign. Tjaden might have had that day off if he was lucky.

Aiyiyi. Although... thinking back, I think the cat was actually his PC. I seem to recall cats having all kinds of bonus magic powers in Middle Kingdoms.

Which, of course, Pete would gravitate to, in the words of a certain DM about a certain other player and a certain broken rule (*cough*VowofPoverty*cough*), "he didn't have to break that rule. It came pre-broken. He just saw it and pounced on it like a hungry lion on a sickly zebra." Good times! :)


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James Jacobs wrote:
One of them, in fact, decided he wanted to train his cat familiar to ride a horse in a previous game.

In Kyoto, I saw a cat riding a human that was riding a bicycle. The cat was perched on the human's shoulder and was wearing a cute little bonnet hat.

Scarab Sages

Jason Nelson wrote:
James Jacobs wrote:
Jason Nelson wrote:

I don't even remember the cat thing. I think my rational mind blotted it out. It does sound like a Pat or a Pete special, though.

Of course, I probably shouldn't mention the hundred-email-long thread about whether my dwarf could ride his horse or his mule inside a dungeon... :)

The cat riding a horse attempt was in Julia Martin's Middle Kingdoms campaign. Tjaden might have had that day off if he was lucky.

Aiyiyi. Although... thinking back, I think the cat was actually his PC. I seem to recall cats having all kinds of bonus magic powers in Middle Kingdoms.

Which, of course, Pete would gravitate to, in the words of a certain DM about a certain other player and a certain broken rule (*cough*VowofPoverty*cough*), "he didn't have to break that rule. It came pre-broken. He just saw it and pounced on it like a hungry lion on a sickly zebra." Good times! :)

What the hell is it with your games and people playing cats? I swear Jason, you attract a certain kind. ;)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.
Karui Kage wrote:
Jason Nelson wrote:
James Jacobs wrote:
Jason Nelson wrote:

I don't even remember the cat thing. I think my rational mind blotted it out. It does sound like a Pat or a Pete special, though.

Of course, I probably shouldn't mention the hundred-email-long thread about whether my dwarf could ride his horse or his mule inside a dungeon... :)

The cat riding a horse attempt was in Julia Martin's Middle Kingdoms campaign. Tjaden might have had that day off if he was lucky.

Aiyiyi. Although... thinking back, I think the cat was actually his PC. I seem to recall cats having all kinds of bonus magic powers in Middle Kingdoms.

Which, of course, Pete would gravitate to, in the words of a certain DM about a certain other player and a certain broken rule (*cough*VowofPoverty*cough*), "he didn't have to break that rule. It came pre-broken. He just saw it and pounced on it like a hungry lion on a sickly zebra." Good times! :)

What the hell is it with your games and people playing cats? I swear Jason, you attract a certain kind. ;)

Tru dat. I don't get the cat thing - some folks just like the idea, I suppose. I'm more of a dog man m'self. Aooooooo, werewolves of London!


2 Points Jason for a Zevon reference.

Grand Lodge

James Jacobs wrote:
Ninjaiguana wrote:

I had a quick question about the kingdom-building. I'm assuming that the players start out by deciding on their starting hex, and then must expand out from that hex at the usual speed and BP costs? Basically, they don't get any 'free' hexes added on, even if they've explored and subdued them, right?

I know it's kind of a stupid question, my brain is being odd.

Correct. No free hexes. First you have to spend the time to explore the hex, and then you have to claim the hex; two steps.

Ok so technically if my group has already explored all the hexes at the conclusion of AP # 30 they just have to spend the 1 BP and start planning their city lay out and Kingdom layout obviously following the steps correct?

Paizo Employee Creative Director

Kamelguru wrote:

Guess this can go here as well as anywhere else;

Are the NPCs from Stolen Lands (Kesten, Akiros, Jhod etc) leveled up/fleshed out/further elaborated in any manner in Rivers Run Red?

I had Jhod level up to lv5 when the PCs killed the bear, allowing Jhod to fix the temple and complete his vision-quest, so that he could remove disease and whatnot (Fighter came down with both Red Ache AND Filth Fever when fighting the mites).

Also, the Cleric is talking Akiros into contemplating becoming a paladin again (she is pretty close to exalted, and made some pretty bad-ass diplomacy checks, using the Book of Exalted Deeds "Redeeming" bit, turning him to the side of Good)

Although we talk a little bit about some of them in #32, for the most part we're NOT hard-coding any of the NPCs into cross-adventure type stuff. As part of Kingmaker being a Sandbox adventure, we can't really assume what NPCs the PCs will make friends with and which ones they'll insult or drive out of town or kill.

If an NPC ends up being important in your game, that means you can level him/her up however you want and develop his/her personality and association with the PCs however you want without worrying about a later adventure doing something weird with that NPC.

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