Rivers Run Red (GM Reference)


Kingmaker

151 to 200 of 543 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Paizo Employee Creative Director

PJ wrote:
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?

Assuming you meant PF #31 (heh), yes. Hexes they've completely explored cost only 1 BP to develop and then start building their kingdom. Keep in mind that smaller kingdoms have a limit as to how many hexes that they can add per turn, though.


Geeky Frignit wrote:


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.

Excellent news! I was wondering if and hoping that they might bother to do this.

Grand Lodge

James Jacobs wrote:
PJ wrote:
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?
Assuming you meant PF #31 (heh), yes. Hexes they've completely explored cost only 1 BP to develop and then start building their kingdom. Keep in mind that smaller kingdoms have a limit as to how many hexes that they can add per turn, though.

Oops -- I mean #31 thnx! :))


An Idea:

I have a cleric of Pharasma in my group. She's a stern beauty built of even sterner stuff and while the PC's haven't had too many instances that have conflicted with her dogma regarding defiling the dead or tomb robbing and the like there is one situation that gave me a nervous itch. The Tomb of the Lonely Warrior. So I'm thinking of running it like this:

The Lonely Warrior:

The Lonely Warrior arose upon the defiling of his grave by his brothers theft of his favorite weapon. In his tribe slaying one's own blood was such a serious crime that his spirit has been restless ever since. Being unable to leave the tomb it is bound to it has sat and waited these long years hoping for release from it's torment.

The PC's are forced to take shelter in the barrow when a light rain turns into a terrible storm. They find a passage in the cave that leads deeper into the barrow and thus into the tomb of the Lonely Warrior. If they don't explore an attack by a lone undead (something more powerful than a skeleton to make things interesting, perhaps a lieutenant of said warlord) and a hint might convince them to clear it of danger in case they're stuck there for awhile.

Eventually they find the Lonely Warrior, I might play this in one of a few different ways: He might shriek and attack, upon his defeat an apparition of how he appeared in life offers the PC's the weapon that caused him to slay his own blood in the hopes of finding peace or he might first converse with them, maybe not explaining his motivations but saying to die (again) in battle is better to spend eternity being unable to conquer and fight, oh and hey, you can have my cool sword (or Axe) if you win.

Just a thought, that way I think the PC's don't have to worry about their healer going all angry on them for looting a tomb. I also think it might be a more entertaining way of handling it than a map they find somewhere.


James Jacobs wrote:
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.

That one has come across pretty good in my campain. They are on a befriending streak that borders to the world of Disney. Even the petty lv1 warrior cannon fodder bandits have been mostly spared, reformed and two have even seen the light as the cleric healed them and showed them the path. Now they serve as "Templars of Sarenrae" to the 20x20' shrine where the cleric holds sermons with the sunrise.

James Jacobs wrote:
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.

Awesome ^^ This means that the cleric might well realize her dream of having Akiros lead the martial arm of the church as the head of her order of paladins, and keeping the church's influence strong in the upcoming new kingdom, as Akiros has been contemplated for the position of Warden.

While on the flip-side, Kesten might become a thorn in their side, as several failed diplomacy checks to overcome his desire to deal with the bandit problem in a more martial fashion ended up almost completely alienating him, making him feel less appreciated than a common bandit. Add his moody nature, the certainty that the mantle of leadership will make SOME people very unhappy, and top this off with the influence of a certain CE kobold sorcerer who escaped to haunt the players... and we might have the first seeds of a civil war down the line.

So far I am, as a GM, enjoying Kingmaker very much. The options and possibilities seem almost endless ^^


5 people marked this as a favorite.

I whipped this up and thought I'd share, it seems a shame the APG isn't out yet, because this is how I envision Old Beldame would have looked like!

THE OLD BELDAME CR 6
XP 2,400
Female old human witch 7
N Medium humanoid (human)
Init –1; Senses Perception +4
________________________________________________
DEFENSE
________________________________________________
AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
hp 43 (7d6+19)
Fort +2, Ref +1, Will +9
________________________________________________
OFFENSE
________________________________________________
Speed 30 ft., fly 60 ft.
Melee +1 spell storing quarterstaff +1 (1d6–2 plus hideous laughter)
Special Attacks hexes (cackle, coven, evil eye (DC 18), misfortune (DC 18))
Witch Spells Prepared (CL 7th; concentration +12)
4th—baleful polymorph (DC 19), crushing despair
3rd—bestow curse (DC 18), deep slumber (DC 18), fly
2nd—false life, hideous laughter (DC 17), scare (DC 17), touch of idiocy
1st—cause fear (DC 16), charm person (DC 16), cure light wounds, mage armor,
obscuring mist, ray of enfeeblement (DC 16)
0—detect magic, detect poison, light, stabilize
Familiar raven
________________________________________________
TACTICS
________________________________________________
Before Combat The Old Beldame casts false life and mage armor on herself every day,
and she casts fly if she’s sees or expects people to approach. If she can she uses
evil eye on a warriors saving throws before combat starts.
During Combat The Old Beldame first casts scare to frighten away intruders. If they
remain, she follows with baleful polymorph, deep slumber, and hideous laughter spells,
while her scarecrow attacks as outlined below. She targets fighters
with scare, uses touch of idiocy against spellcasters, and targets clustered opponents
with her wand. The first person to engage her in melee combat is hit
with hideous laughter from her staff. If cornered she may resort to the use of her hexes.
Morale If reduced to 15 hit points or fewer, the Old Beldame casts invisibility then flies
out the door into the swamp, hoping to return later after her tormentors have departed.
________________________________________________
STATISTICS
________________________________________________
Str 5, Dex 9, Con 11, Int 20, Wis 15, Cha 12
Base Atk +3; CMB +0; CMD 9
Feats Alertness*, Craft Construct, Craft Magic Arms and Armor, Craft
Wondrous Item, Iron Will, Skill Focus (Craft [alchemy])
*when Scabs is within reach.
Skills Appraise +15, Craft (alchemy) +18, Fly +2, Knowledge (arcana) +15,
Knowledge (nature) +15, Knowledge (religion) +12,
Knowledge (planes) +15, Spellcraft +15
Languages Abyssal, Aklo, Aquan, Boggard, Celestial, Common,
Draconic, Sylvan, Terran
SQ cantrips, link (Scabs)
Combat Gear wand of burning hands (CL 5th, 10 charges);
Other Gear +1 spell storing quarterstaff (holds hideous laughter),
hand of the mage, shawl of resistance +1 (as cloak), spell component pouch,
spellbook

SCABS, RAVEN FAMILIAR CR -
N Tiny animal
Init +2; Senses low-light vision; Perception +6
________________________________________________
DEFENSE
________________________________________________
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 21 (7 HD)
Fort +1, Ref +4, Will +7
Defensive Abilities improved evasion
________________________________________________
OFFENSE
________________________________________________
Speed 10 ft., fly 40 ft. (average)
Melee bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
________________________________________________
STATISTICS
________________________________________________
Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +3; CMB -3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +5, Perception +6
SQ deliver touch spells, empathic link (Old Beldame), share spells,
speak with master, speak with ravens
Spells Stored (Old Beldame)
4th—baleful polymorph, crushing despair
3rd—bestow curse, blink, deep slumber, fly, remove curse
2nd—false life, hideous laughter, invisibility, scare, touch of idiocy
1st— cause fear, charm person, command, cure light wounds, mage armor,
obscuring mist, ray of enfeeblement, reduce person, sleep, ventriloquism
0— all


Jason Nelson wrote:


Tru dat.

Omah, right?

Grand Lodge

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

I read "kingdom" as "Brevoy" and had the reward come from there via messenger.

Personally, I don't hand any of the quests from the inside covers directly to the players. Every one is filtered through an NPC somehow.


vagrant-poet wrote:

I whipped this up and thought I'd share, it seems a shame the APG isn't out yet, because this is how I envision Old Beldame would have looked like!

....really cool stat block...

*Yoink!*


Note, with baleful polymorph she can actaully turn you into a frog now!

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
vagrant-poet wrote:
Note, with baleful polymorph she can actaully turn you into a frog now!

... or a newt.


DM_aka_Dudemeister wrote:
vagrant-poet wrote:
Note, with baleful polymorph she can actaully turn you into a frog now!
... or a newt.

Oh, but you can get better from that...

The Exchange

3 people marked this as a favorite.

AND....She floats on water amoungst the apples and very small rocks!

RPG Superstar 2011 Top 4

I was just reading through the section on Erastil and I notice that his icon on pg. 67 is pixilated. Not just a little. It's pretty jagged. Seems to be the only graphic in the book like this.

Paizo Employee Creative Director

Scipion del Ferro wrote:
I was just reading through the section on Erastil and I notice that his icon on pg. 67 is pixilated. Not just a little. It's pretty jagged. Seems to be the only graphic in the book like this.

Yup; it sure is. That's an error; the wrong resolution image was linked into the file for the PDF.


11 people marked this as a favorite.

There was a lot of talk a bit earlier about giving your PCs lists with only vague information on the exact benefits of how buildings influence your cities. In response, I made several lists that I intend to hand out to my PCs when they hit the 2nd volume of the AP. Here they are for use by other GMs who don't want to give away the specific minutia of the rule system.

Buildings that effect your Kingsdom's UNREST

Spoiler:
very small decreases
•House
•Monument
•Park
•Shop
•Watchtower

small decreases
•Barracks
•City Walls
•Garrison
•Jail
•Temple

large decreases
•Castle
•Cathedral
•Black Market

small increases
•Brothel
•Tenement

Buildings that increase your Kingdom's ECONOMY

Spoiler:
small increases
•Alchemist
•Brothel
•Caster's Tower
•Inn
•Library
•Luxury Store
•Magic Shop
•Mill
•Noble Villa
•Piers
•Shop
•Smith
•Stable
•Tannery
•Tavern
•Town Hall
•Tradesman

medium increases
•Academy
•Black Market
•Castle
•Guildhall
•Market
•Theatre

very large increase
•Waterfront

Buildings that increase your Kingdom's LOYALTY

Spoiler:
lesser increases
•Brewery
•Caster's Tower
•Dump
•Exotic Craftsman
•Granary
•Graveyard
•herbalist
•Inn
•library
•Noble Villa
•Park
•Piers
•Shrine
•Stable
•Tavern
•Town Hall

medium increases
•Academy
•Brothel
•Castle
•Garrison
•Guildhall
•Jail
•Temple

large increase
•Monument

very large increase
•Cathedral

Buildings that increase your Kingdom's STABILITY

Spoiler:
lesser increases
•Black Market
•Brewery
•Dump
•Exotic Craftsman
•Granary
•Herbalist
•Mansion
•Mill
•Noble Villa
•Piers
•Smith
•Tannery
•Town Hall
•Tradesman

medium increases
•Castle
•Garrison
•Jail
•Market
•Temple
•Threatre

very large increase
•Arena

Buildings that increase your CITY DEFENSE

Spoiler:
small increases
•Barracks
•Watch Tower

medium increase
•City Walls

very large increase
•Castle

Buildings that increase your Kingdom's GP VALUE

Spoiler:
small increases
•Inn
•Shop
•Stable
•Tavern
•Tradesman

medium increases
•Pier
•Guildhall
•Alchemist

large increases
•Market
•Black Market
•Luxury Store
•Magic Shop

very large increase
•Waterfront

Buildings that grant your Kingdom ADDITIONAL MAGIC ITEM SLOTS

Spoiler:

•Alchemist -> 1 minor
•Exotic Tradesman -> 1 minor
•Herbalist -> 1 minor
•Shrine -> 1 minor
•Luxury Store -> 2 minor
•Market -> 2 minor
•Temple -> 2 minor
•Academy -> 3 minor, 2 medium
•Caster's Tower -> 3 minor, 2 medium
•Cathedral -> 3 minor, 2 medium
•Black Market -> 2 minor, 1 medium, 1 major
•Waterfront -> 3 minor, 2 medium, 1 major
•Magic Shop -> 4 minor, 2 medium, 1 major

Buildings that aid in the CONSTRUCTION OF OTHER BUILDINGS (in the same city)

Spoiler:

•Academy -> aids in construction of Caster's Tower, Library AND Magic Shop
•Arena -> aids in constuction of Garrison OR Theatre
•Castle -> aids in constuction of Noble Villa OR Town Hall
•Cathedral -> aids in constuction of Temple OR Academy
•Garrison -> aids in constuction of City Wall, Granary AND Jail
•Guildhall -> aids in constuction of Pier, Stable AND Tradesman
•Market -> aids in constuction of Black Market, Inn AND Shop
•Noble Villa -> aids in constuction of Exotic Craftsman, Luxury Store, AND Mansion
•Temple -> aids in constuction of Graveyard, Monument AND Shrine
•Theatre -> aids in constuction of Brothel, Park AND Tavern
•Town Hall -> aids in constuction of Barracks, Dump AND Watchtower
•Waterfront -> aids in constuction of Guildhall AND Market

Scarab Sages

I love you earwig. Kingmaker is still a ways away from me (wrapping up LoF now with CoT next on the slate) but I had intended to write up something very similar to what you just did. Now I can focus on other fun things to write! Great job!


1 person marked this as a favorite.

Ah, I forgot one list. it's just a list of the BP cost and misc requirements for each building along with a brief flavor text description taken from the AP.

Paizo guys, let me know if i'm crossing any lines posting any of this stuff.

Building Descriptions, costs, and requirements

Spoiler:

•Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic.
•Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items.
•Arena (40 BP, limit one per city): A large public structure for competitions, demonstrations, team sports, or bloodsports. **grants a discount on city's festival edicts.
•Barracks (12 BP): A building to house city guards, militia, and military forces.
•Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares.
•Brewery (6 BP): A building for beermaking, winemaking, or similar use.
•Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort.
•Caster’s Tower (30 BP): The home and laboratory for a spellcaster.
•Castle (54 BP, limit one per city.): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city.
•Cathedral (58 BP, limit one per city.): The focal point of the city’s religion and spiritual leadership. **Decreases consumption increase penalty for promotion edicts.
•City Wall (8 BP): City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border.
•Dump (4 BP): A centralized place to dispose of refuse.
•Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower.
•Garrison (28 BP): A large building to house armies, train guards, and recruit militia.
•Granary (12 BP): A place to store grain and food.
•Graveyard (4 BP): A plot of land to honor and bury the dead.
•Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization.
•Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions.
•House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase.
•Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night.
•Jail (14 BP): A fortified structure for housing criminals.
•Library (6 BP): A large building containing books, often presided over by a sage or other scholar.
•Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries.
•Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells.
•Mansion (10 BP): A single huge manor housing a rich family and its servants.
•Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters.
•Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain.
•Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art.
•Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble.
•Park (4 BP): A plot of land set aside for its natural beauty.
•Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers.
•Shop (8 BP; must be adjacent to 1 house): A general store.
•Shrine (8 BP): A small shrine or similar holy site.
•Smith (6 BP): An armor smith, blacksmith, or weapon smith.
•Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts.
•Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather.
•Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment.
•Temple (32 BP): A large place of worship dedicated to a deity.
•Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP.
•Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like.
•Town Hall (22 BP): A public venue for town meetings and repository for town records.
•Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker.
•Watchtower (6 BP): A tall structure that serves as a guard post and landmark.
•Waterfront (90 BP; must be adjacent to a water border, limit one per city.): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. **Reduces Loyalty backlash penalty for tax edicts.

Paizo Employee Creative Director

Earwig wrote:

Ah, I forgot one list. it's just a list of the BP cost and misc requirements for each building along with a brief flavor text description taken from the AP.

Paizo guys, let me know if i'm crossing any lines posting any of this stuff.

Building Descriptions, costs, and requirements
** spoiler omitted **...

Well... all the rules for for kingdom/city building are 100% open content... but that said I'd rather not see the entire contents of the article posted here on the messageboards.

Grand Lodge

Phillip0614 wrote:
James Jacobs wrote:


We have THOUSANDS of subscribers to the Adventure Path, and as a result it takes several days for us to ship them out. And since the PDF doesn't show up in your downloads until the day we ship the physical copy to you, the exact day a PDF shows up can vary over several days, especially if the shipping process happens before and after a weekend.\
My PDF file has been available since Friday, but I never received a notification that the physical copy had shipped. Does that mean it hasn't shipped yet and I got the PDF early somehow? Or was it one of those before-and-after a weekend things you mentioned?

Why can't we just come up with something else Regency points for Bp and GB for Gold Bars for $$. -- Yes I know I stole that from Birth-Right! Just a thought though.


Flipping through the adventure now, and thinking; "how the hell am I going to find a huge owlbear miniature" :)

Any suggestions, except from using a proxy?


Anyone got suggestions for classes/levels and alignment on Loy Rezbin and Lily Teskerten?

I am thinking CG and CN respectively. I want to make sure that they are open as viable cohorts for the PCs later on, and given the stats and description, I would say that Loy seems more like a NPC class character (expert), since he doesn't have the Elite Array. While Lily, who does have an elite array, seems more like a skill-based (rogue/bard) type. Neither seem to be over lv3 tho, since neither have an obvious increase.

Anyways, gonna start up the first session of Rivers Run Red tonight. I am excited to see how they fare against this rather different challenge ^^

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Kamelguru wrote:
Anyone got suggestions for classes/levels and alignment on Loy Rezbin and Lily Teskerten?

I got nothing for you on Lily Teskerten, but Loy Rezbin was my own NPC creation for Kingmaker #4: "Blood for Blood"...and he had class levels in ranger in my original turnover...although he's retired now mostly...and I believe he had at least 4 or more overall class levels...and I think I gave him a NG alignment. I can double-check when I get home, though.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Ah, found it. In Kingmaker #4, he's listed as:

Loy "Tanner" Rezbin...NG male human ranger 3 / expert 2

Not sure if he's lower level in Kingmaker #2, though.

Paizo Employee Creative Director

2 people marked this as a favorite.
Niklas wrote:

Flipping through the adventure now, and thinking; "how the hell am I going to find a huge owlbear miniature" :)

Any suggestions, except from using a proxy?

A real owl? With a costume!

Sovereign Court

4 people marked this as a favorite.
Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Niklas wrote:

Flipping through the adventure now, and thinking; "how the hell am I going to find a huge owlbear miniature" :)

Any suggestions, except from using a proxy?

A real owl? With a costume!

That would be a Hoot!


We started our first session of Rivers Run Red last night, and the players established their capital on the site of the stag lord's fort, and expanded north for the sweet sweet goldmine of farmland that is the grassland hexes around Oleg's. But an issue came up:

The Rostland road that already exists in the three hexes north of Oleg's; are those hexes part of Brevoy? Should annexing them lead to problems? And since there already is a road there, would that mean that the players do not need to build said roads themselves?

Also; Can you build a block of tenements without dedicating an improvement phase to it (like you can with a block of houses)

In an unrelated note: The players were absurdly lucky with the kingdom events; Got almost all the bonus BP events (Celebrity, Outstanding Success and Food Surplus in rapid succession) in their early phases, and have yet to have a negative event.

Paizo Employee Creative Director

Kamelguru wrote:

We started our first session of Rivers Run Red last night, and the players established their capital on the site of the stag lord's fort, and expanded north for the sweet sweet goldmine of farmland that is the grassland hexes around Oleg's. But an issue came up:

The Rostland road that already exists in the three hexes north of Oleg's; are those hexes part of Brevoy? Should annexing them lead to problems? And since there already is a road there, would that mean that the players do not need to build said roads themselves?

Also; Can you build a block of tenements without dedicating an improvement phase to it (like you can with a block of houses)

In an unrelated note: The players were absurdly lucky with the kingdom events; Got almost all the bonus BP events (Celebrity, Outstanding Success and Food Surplus in rapid succession) in their early phases, and have yet to have a negative event.

None of the hexes on the Greenbelt map are technically or currently part of another kingdom. Annexing hexes with the south Rostland road might raise eyebrows in Brevoy, but it's really only the top row of hexes in the Velashu Uplands (PF #33) that are officially under Brevoy's rule... and that volume talks about what happens if the PCs claim those hexes.

If the PCs claim a hex with a road, that does mean that they don't need to build roads themselves.

Although the rules for tenements aren't 100% as clear as they should be, the intent is that they should work like houses; you can build one for free during Improvement (but you can't build a tenement AND a house for free).

Being lucky with kingdom events is part of the fun! The overall split between good and bad events is more or less equal.


Just to confirm,
On the map of hexes, are the green hexes [gold mine, forgotten cashe] Forest, Bluey mushy ones [fairy nest, radish patch] Swamp and the lighter coloured ones [oleg's trading post, bokken's hut] plains?

Paizo Employee Creative Director

1 person marked this as a favorite.
stuart haffenden wrote:

Just to confirm,

On the map of hexes, are the green hexes [gold mine, forgotten cashe] Forest, Bluey mushy ones [fairy nest, radish patch] Swamp and the lighter coloured ones [oleg's trading post, bokken's hut] plains?

There actually aren't any swamp hexes in the Greenbelt. Only forest, hills, and plains.

The overall map on pages 58–59 of PF #31 show what swamp hexes look like (they're just west of the forest, on the right side of page 58).

The Narlmarches are forests (the darkest green/lighter green heavilly textured areas).

Plains are the light green areas along the top of the map.

Hills are the medium green of the Kamelands (including the gold mine and the sootscale caves).


My players are considering leadership én masse at lv7 in order to make sure that their kingdom is run by loyal and dependable leaders, so I am set with the task of making 4-5 cohorts out of the NPCs available (house rule we agreed on that you need to find someone applicable in game to fill the role of cohort, as they don't magically appear to serve you for no adequately explored reason).

So, I thought there would be others with the same needs, and thought I could offer my results/ideas, starting with Lily Teskertin, Local Flirt:

Lily Teskertin – Cohort
Female human bard 5
CN Medium humanoid (human)
Init +3; Senses Perception +5
________________________________________________
DEFENSE
________________________________________________
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 28 (5d8+10)
Fort +4, Ref +8, Will +4
________________________________________________
OFFENSE
________________________________________________
Speed 30 ft.
Melee Masterwork whip +7 (1d2) or Masterwork Rapier +7 (1d6)
Special Attacks bardic performance (10 rounds/day, standard action), countersong, distraction, fascinate, inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +7)
2nd(3/day)—mirror image, invisibility, cat’s grace (if serving a rogue, monk, ranger or other dex-reliant leader) or fox’s cunning (if serving a wizard) or eagle’s splendor (serving a sorcerer, paladin or bard)
1st(5/day)—charm person (DC 13), cure light wounds, remove fear, grease(or inspirational boost, if using D&D 3.5 Spell Compendium)
0(at will)—detect magic, prestidigitation, mage hand, ghost sound, lullaby, light
________________________________________________
TACTICS
________________________________________________
Before Combat If Lily is able to tell that there will be combat, she tries to use her wand to cast Shield, using her Use Magic Device skill. She feels that the chance of success is still too unreliable to spend a round in combat. Since there is a chance of failure, the bonus is not added to her AC.
During Combat Lily first cast Mirror Image unless the encounter starts with some distance between the party and the enemy, then she focuses on helping the PCs with Inspire Courage (enhancing it with inspirational boost if your DM allows the Spell Compendium D&D 3.5 supplement). She follows with her attribute boosting spell on her leader, then focuses on aiding the party with spells such as cure light wounds, remove fear (and grease) when needed. Otherwise she targets skirmishers and casters, disarming and tripping them as best she can if they move within range. If engaged in melee and out of mirror images, she casts invisibility, retreating behind the PCs, focusing on her non-offensive spells to keep the invisibility and stay out of harms way. If she is pressed, she draws her rapier and defends herself with combat expertise and fighting defensively, trying to disarm her foe to get away.
Morale If reduced to 10 hit points or fewer, Lily casts invisibility then sneaks away.
________________________________________________
STATISTICS
________________________________________________
Str 10, Dex 17, Con 12, Int 14, Wis 8, Cha 14
Base Atk +3; CMB +6(+8 trip, +10 disarm); CMD 16 (18 vs trip or disarm)
Feats Weapon Finesse, Combat Expertise, Improved Trip, Improved Disarm
Skills Appraise +6, Bluff +10*, Knowledge (arcana) +12, Knowledge (local) +12, Knowledge (history) +12, Perception +5, Perform (Dance) +10, Perform (Sing) +10, Perform (Wind) +12, Sense Motive +10*, Spellcraft +6, Stealth+11, Use Magic Device +10
* = Versatile Performer modifier, based on Sing
Languages Common, Elven, Sylvan
SQ bardic knowledge+2, lore master 1/day, versatile performance (Sing)
Combat Gear Wand of Shield (Cl3, 12 charges), Wand of Cure Light Wounds (25 charges)
Other Gear Masterwork Whip x3, Masterwork Rapier, Cloak of Resistance +1(her mom had a matching cloak as the one in the quest-reward), Masterwork Chain Shirt, Masterwork Pipes, 62 gp

Phew. Making all the scattered bold text is a hassle :P


so why is this one the most selfishly and untrustworthy aligned person possible?

hardly loyal or dependable

that aside, ta for posting, bolding everything is a oain.

Dark Archive

1 person marked this as a favorite.
James Jacobs wrote:
Tem wrote:
2. If the PCs want to sell items, do they just get the BP bonus following the 1BP/4000gp rule? Otherwise, how do they know if a given item is minor, medium or major? Also - what happens if the PCs want to buy the items available in their city? In particular, does it have any effect on their treasury?

TRY to resist allowing the PCs to mix gp and BP. Things will get messy if you do.

If the PCs want to buy an item that shows up for sale in one of their cities, they just buy the item with their own gp and that's that. Doesn't impact the kingdom at all, beyond opening up an empty item slot.

But you really REALLY should try to convey to the PCs that "BP" and "gp" are two different systems. We included methods to translate the two back and forth out of necessity, but if you can get away without crossing these streams, your campaign, I suspect, will be the healthier for it.

Probably best to nix the 'My wizard / cleric / druid / adept cohort uses Craft Wondrous Item to fuel the economy' concept as well, converting the kingdom's cash into twice it's value in minor magic items.


thenovalord wrote:

so why is this one the most selfishly and untrustworthy aligned person possible?

hardly loyal or dependable

Apart from a few spells, she is more optimized (part of the deal I made with the players; I create the cohort, but I don't screw them over when it comes to usefulness), with most of her spells and abilities focused as much on self-preservation as they are on helping a party. I imagine a flirty character would favor abilities that would make others like her. Her motivations to do so is rather self-centered, still.

Loyalty goes beyond alignment in my mind, it's true that CN people are usually not terribly dependable, but when you devote your life to following someone, I think you will be able to portray such qualities.

But, indeed, I was thinking of making her CG. Just seems that everyone and their uncle in the River Kingdoms seem to favor CN, without that having an impact on their ability to be loyal and devoted to their goals, like Grigori, who will almost defy death to slander the PCs in the AP.

Anyways, the next one might be kinda unique to my campain, as I am sure not many other groups would go through the time, GP and hassle it is to redeem NPCs. But through several weeks of diplomacy checks, a good bit of RP, and so forth, the cleric managed to turn Akiros back to LG, and even procured the Atonement scroll needed for redeeming him completely.

Akiros Ismort – Cohort (Redeemed version)
Male human Paladin2/Barbarian3
LG Medium humanoid (human)
Init +1; Senses Perception +3
________________________________________________
DEFENSE
________________________________________________
AC 17, touch 9, flat-footed 17 (+6 armor, +1 Dex, +2 shield, -2 rage)
hp 66 (2d10+3d12+32)
Fort +13, Ref +5, Will +8
Defensive Abilities: trap sense+1, uncanny dodge, divine grace
________________________________________________
OFFENSE
________________________________________________
Speed 30 ft.
Melee +1 Longsword +10 (1d8+11/19-20 x2) or Composite Longbow +9 (1d8+4/x3)
Special Attacks rage (9 rounds per day), rage power (Quick Reflexes), smite evil (+2 hit, damage, AC vs targeted evil creature), lay on hands (3/day for 1d6)
Spell-like abilities: (CL 2nd; Concentration+4)
At will – detect evil
________________________________________________
TACTICS
________________________________________________
Before Combat Akiros positions himself so that he might best protect his leader, and always keeps his detect evil ability going to single out evil opponents and become aware of enemies before his conventional senses might detect them.
During Combat Akiros uses his smite evil against an evil creature he has discovered, favoring the more dangerous looking ones to get the most out of the ability, enters rage and readies an action to attack when something comes within reach, or rushes to attack anything attacking his leader, favoring use of power attack unless the enemy is clearly difficult to hit. Due to the restrictions of rage, he uses his lay on hands ability mostly outside of combat, but will abandon his rage to stabilize and try to save his leader should he/she fall unconscious and start bleeding out.
Morale Akiros fights to the death, but uses his lay on hands on himself when he has taken more than 20 points of damage, reserving one use for emergencies.
Base Statistics AC 19, touch 11, flat-footed 18; hp 56; Fort+11, Will+6; Melee +1 longsword +8 (1d8+3/19-20 x2); Ranged Composite Longbow +7 (1d8+2)
________________________________________________
STATISTICS
________________________________________________
Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 15
Base Atk +5; CMB +7 CMD 18
Feats Quick Draw, Toughness, Iron Will, Power Attack
Skills Acrobatics +0, Climb +1, Diplomacy +6, Handle Animal +6, Heal +3, Intimidate +8, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +3, Ride +2, Sense Motive +3, Spellcraft +4, Survival +3, Swim +0
Languages common
SQ fast movement
Other Gear +1 Longsword, Strength Adjusted +2 Composite Longbow, Masterwork Breastplate, Masterwork Heavy Wooden Shield, Heavy War Horse with Studded Leather Barding (Bestiary), 10 masterwork arrows, 30 arrows

I will pretty up the text with bold and such later. Wish there was a function on Word that would allow me to easily convert function to BBCode...

Scarab Sages

Personally, I recommend limiting Leadership to one player per campaign. That feat is the most powerful one in the book, frankly, and having everyone take it just seems like it will result in a lot of the encounters being steam-rolled. Plus a ton of PCs and cohorts in the combats.

If the cohorts are meant to stay behind and be completely non-combat, well, I suppose that'd be better.

RPG Superstar 2011 Top 4

My players have a habit of rolling back up characters to quickly replace fallen PC's. I swear by the time they finish one character sheet they are already plotting the next.

I've decided to let them each make an NPC to fill a leadership role that is one level below the main party. Then if someone bites the dust they can step into the main party from the B team rather then just being a completely random new awesome high level dude appearing from the woodwork.


I am restricting my players to keep their cohorts mostly at home. They can bring one, two tops, letting them change them out when the need strikes them. Default would likely be an all-rounder like Lily, but if they are gonna take on sneaky opposition, Akiros' uncanny dodge and ability to detect evil might well come in handy. And against tough monsters, a bruiser like Kesten might be more useful. And if they are going up against the undead or expecting lots of debilitating effects, a second cleric might well save the day;

Jhod Kavken – Cohort
Male human Cleric of Erastil 5
LG Medium humanoid (human)
Init +1; Senses Perception +5
________________________________________________
DEFENSE
________________________________________________
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) (AC21 buffed)
hp 28 (5d8+5)
Fort +6, Ref +3, Will +9 (+1 to all with prayer)
________________________________________________
OFFENSE
________________________________________________
Speed 30 ft.
Melee wooden fist +3 (1d6+2) (+6 1d6+5 buffed)
Ranged masterwork longbow +4 (1d8+2) (+7 1d8+5 buffed)
Domain Abilities (CL 5th; concentration +9) 7/day—calming touch; 7/day—wooden fist
Special Attacks Channel Energy (3d6, 5/day, DC14)
Cleric Spells Prepared (CL 5th; concentration +9)
3rd—plant growth(D), prayer, remove disease
2nd—calm emotions(DC16), barkskin(D), lesser restoration, remove paralysis
1st—bless, divine favor, entangle(D)(DC15), remove fear, shield of faith
0—mending, light, guidance, create water
Domains community & plant
________________________________________________
TACTICS
________________________________________________
Before Combat if entering a dungeon or predicting other obvious confrontations, Jhod casts barkskin on himself well in advance, as well as shield of faith if there is time.
During Combat (nonlethal) Jhod tries to keep the community together by defusing hostilities by casting calm emotions. If a fight still breaks out, he tries to contain the violence with entangle, using his merciful arrows if needed.
During Combat (lethal) Jhod first cast prayer unless the encounter starts with some distance between the party and the enemy, in which case he favors entangle. He follows with divine favor then uses his bow to his best ability, using his Channel Energy ability and restorative spells and abilities when needed. If engaged in melee, he 5-foot steps back to continue using his bow if he can, or uses his plant domain power to strike his opponent if not.
Morale If reduced to 10 hit points or fewer, Jhod sacrifices one of his prepared 2nd- or 3rd-level spells to cure him if he is not in melee. If he is, he favors Channel Energy.
________________________________________________
STATISTICS
________________________________________________
Str 10, Dex 13, Con 12, Int 8, Wis 18, Cha 14
Base Atk +3; CMB +4 CMD 14
Feats Point Blank Shot, Deadly Aim, Rapid Shot, Selective Channeling
Skills Diplomacy +6, Heal +12, Knowledge (religion) +7, Knowledge (history) +3, Perception +5, Sense Motive +8, Spellcraft +3
Languages common
SQ aura
Combat Gear Wand of Cure Light Wounds (25 charges), Wand of Lesser Restoration (7 charges)
Other Gear Cloak of Resistance +1, Chain Shirt+1, Masterwork Longbow, 10 +1 merciful arrows, 46 gp

I changed his stats around slightly, since I could not picture a cleric of Erastil with a penalty to dex. My Jhod lacks the book-smarts, but have a good physique and common sense about him, something I imagine most clerics of Erastil would see as key, while not having the fancy book-smarts of big-city people.

Sorry about the lack of bold here and there.

Sovereign Court

This isn't necessarily an "I've got a question" thing, it's more an observation that made me squeal with glee.

The Grim White Stag...When I saw that, and skimmed through it, my mouth dropped, and I was OMG Princess Mononoke!!! Don't know if that was the intent, or if anyone else thought similarly (or watches anime, for that matter, though there is a high spillover between the hobbies), but it was one of the awesomest (yes, it deserved a made up word) things that I have seen, from my perspective, from Paizo yet, and made me love Kingmaker sooooo much more....even if my interpretation is wrong.

[/fanboy rant]

Dark Archive

Adventure Path Charter Subscriber
Runnetib wrote:

This isn't necessarily an "I've got a question" thing, it's more an observation that made me squeal with glee.

The Grim White Stag...When I saw that, and skimmed through it, my mouth dropped, and I was OMG Princess Mononoke!!! Don't know if that was the intent, or if anyone else thought similarly (or watches anime, for that matter, though there is a high spillover between the hobbies), but it was one of the awesomest (yes, it deserved a made up word) things that I have seen, from my perspective, from Paizo yet, and made me love Kingmaker sooooo much more....even if my interpretation is wrong.

[/fanboy rant]

I immediately thought the same thing and will play the Grim White Stag with some of the Princess Mononoke flavor.

Also, just thought it would be cool to include some of those little nature spirits too.

Sovereign Court

Dark Arioch wrote:
Runnetib wrote:

This isn't necessarily an "I've got a question" thing, it's more an observation that made me squeal with glee.

The Grim White Stag...When I saw that, and skimmed through it, my mouth dropped, and I was OMG Princess Mononoke!!! Don't know if that was the intent, or if anyone else thought similarly (or watches anime, for that matter, though there is a high spillover between the hobbies), but it was one of the awesomest (yes, it deserved a made up word) things that I have seen, from my perspective, from Paizo yet, and made me love Kingmaker sooooo much more....even if my interpretation is wrong.

[/fanboy rant]

I immediately thought the same thing and will play the Grim White Stag with some of the Princess Mononoke flavor.

Also, just thought it would be cool to include some of those little nature spirits too.

The Hakudama! And you can just roll dice and shake your head at a weird angle to simulate their presence.

Liberty's Edge

p.33 Statblock of the Lonely Warrior:

Melee broken +2 fey bane bastard sword +1(1d10+5 plus energy drain)

I think the "+1" is wrong?!
And, how much "energy" does it drain, or does this entry refer to the wights energy drain?!


Dryder wrote:

p.33 Statblock of the Lonely Warrior:

Melee broken +2 fey bane bastard sword +1(1d10+5 plus energy drain)

I think the "+1" is wrong?!
And, how much "energy" does it drain, or does this entry refer to the wights energy drain?!

Should be +11 and energy drain is a wights energy drain, he can use his sword to deliver it becasue he's a cairn wight. He's seriously deadly.

Liberty's Edge

Thank you, vagrant-poet!


Dryder wrote:
Thank you, vagrant-poet!

No bother, at first I saw him, and thought.

'...his sword is how broken??'

Paizo Employee Creative Director

vagrant-poet wrote:
Dryder wrote:
Thank you, vagrant-poet!

No bother, at first I saw him, and thought.

'...his sword is how broken??'

Broken enough to justify how it looks in the cool piece of art we ended up getting for the guy.

Fortunately, the rules for the broken condition don't specify what an item looks like when it's broken, so we have a LOT of latitude there.


James Jacobs wrote:
vagrant-poet wrote:
Dryder wrote:
Thank you, vagrant-poet!

No bother, at first I saw him, and thought.

'...his sword is how broken??'

Broken enough to justify how it looks in the cool piece of art we ended up getting for the guy.

Fortunately, the rules for the broken condition don't specify what an item looks like when it's broken, so we have a LOT of latitude there.

I think you took me uo wrong there, I love the picture, his art is among my favourite in the book, I mean how broken as in to give him +1 attack bonus, it requiered me to quickly check what the penalties are for a broken weapon. Then I realised there was a misprint and it should be +11.

Art is cool, the fact that the weapon is broken, tres cool. I just couldn't understand why he only seemed to have an attack bonus of +1.


Regarding that weapon: I failed to find a caster level for it, which is kinda relevant, since you need a spellcaster of at least equivalent level to mend it.

So, do I just look up the minimum level for bane and +2, and take the highest? Which will drop it at lv8 I think, which means the weapon will remain broken until book 3, since Old Beldame is the most powerful spellcaster in the kingdom at lv7...

Paizo Employee Creative Director

Kamelguru wrote:

Regarding that weapon: I failed to find a caster level for it, which is kinda relevant, since you need a spellcaster of at least equivalent level to mend it.

So, do I just look up the minimum level for bane and +2, and take the highest? Which will drop it at lv8 I think, which means the weapon will remain broken until book 3, since Old Beldame is the most powerful spellcaster in the kingdom at lv7...

It's a +2 fey bane bastard sword, and thus it's caster level is in the core rules; we don't reprint caster levels for core magic items. And being broken doesn't affect caster level. So the sword's caster level is the standard CL 8th for a bane weapon (since you take the highest CL from its qualities and enhancement bonuses).

As for fixing it, the PCs could certainly wait until they're high enough level to do it themselves, or they could just purchase a scroll of make whole at CL 8th from a city for 400 gp. It's not a standard "off the shelf" scroll, but there's no reason the PCs couldn't effectively "mail order" it by sending a request to a larger city for a custom-scribed scroll.


Actually, since the weapon is "only" broken and not destroyed, couldn't you just use mending to fix it? I guess you might need to cast it multiple times though since the bastard sword would have 25 hp and all we know is that it has between 1 and 12 at the moment.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I wonder, does the title of this book refer to something specific in the adventure and I'm just not making the connection, or is it just meant to be evocative of the phrase "run red with blood" (and then, why)?

151 to 200 of 543 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker / Rivers Run Red (GM Reference) All Messageboards

Want to post a reply? Sign in.