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This would seem to be another great tactic, like aid another, when a group encounters creatures with impossibly high AC they can't hope to hit. Even if your chance to hit a creature with a melee weapon is less than 50%, you're better off taking careful aim and guaranteeing a hit every other round! Your primary melee guy may not need this, but it enables all his buddies to provide him flanks and get a shot in, instead of hanging back and feeling useless. This one tactic could easily turn the tide and make the difference between a TPK or walking out alive.
The rule is for damaging objects... not combatants.

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PJ wrote:Another question -- and if someone already has asked and I missed it sorry, how many farms can I tell my pcs they have and where would their quarries lay? thnx in advance.Jason Nelson wrote:Zen79 wrote:Which hexes are officially claimed by Pitax?
Which ones are developed as farms? (I remember Pitax being famous for its orchards and vineyards)
That is a fabulous question... and one which I unfortunately didn't address AT ALL in my turnover. In fact, the adventure I turned over was entirely event-based, as I hadn't realized I'd need to include an hex-crawling/exploration element to it.
Um... OOPS.
Which is another reason to give it up for James, bless his heart, for when he fills in the gaps left by addle-pated freelancers!
So, o Creative Director, where DOES the border of Pitax lie? Inquiring minds want to know! :)
First of all Kudos Jason very well done.Second I like your dedication --'high five' to both of you.
Now I have a question is the ruins of Little Town what's left of Mormouth? I was just wandering also about Sarain? No mention at all about this town. I understand that Pitax is the capital of Pitax the nation but don't they also have to contest these towns to take over the whole kingdom?
Ok another comment.All the money Irovetti has been spending for his mercs should have some repercussions for his kingdom,like has he raised his taxes dramatically? Are his subjects and merchant families screaming. How can he still afford this festival. My peeps will ask these questions. All of those trolls that he had hired couldn't have been cheap. Hill giants I'm sure won't fight for free. How long have they been hired? What has the barbarians been getting for allying with Pitax? Was there any fallout when the Tiger Lords where pretty much detroyed?

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DarkWhite wrote:This would seem to be another great tactic, like aid another, when a group encounters creatures with impossibly high AC they can't hope to hit. Even if your chance to hit a creature with a melee weapon is less than 50%, you're better off taking careful aim and guaranteeing a hit every other round! Your primary melee guy may not need this, but it enables all his buddies to provide him flanks and get a shot in, instead of hanging back and feeling useless. This one tactic could easily turn the tide and make the difference between a TPK or walking out alive.The rule is for damaging objects... not combatants.
Sorry for any confusion, of course you're right.

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Now I have a question is the ruins of Little Town what's left of Mormouth? I was just wandering also about Sarain? No mention at all about this town. I understand that Pitax is the capital of Pitax the nation but don't they also have to contest these towns to take over the whole kingdom?
Both Mormouth and Sarain are beyond the borders of the Stolen Lands; they do not play a role in Kingmaker at all.

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Another question -- and if someone already has asked and I missed it sorry, how many farms can I tell my pcs they have and where would their quarries lay? thnx in advance.
None of the hexes in the Glenebon Uplands have farms pre-built in them. Pitax/Irovetti never really developed any of the lands depicted in the adventure; they're "blank slates" for the PCs to handle how they wish, in other words.

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Ok another comment.All the money Irovetti has been spending for his mercs should have some repercussions for his kingdom,like has he raised his taxes dramatically? Are his subjects and merchant families screaming. How can he still afford this festival. My peeps will ask these questions. All of those trolls that he had hired couldn't have been cheap. Hill giants I'm sure won't fight for free. How long have they been hired? What has the barbarians been getting for allying with Pitax? Was there any fallout when the Tiger Lords where pretty much detroyed?
We didn't have enough room in the adventure to fully explore the ramifications of how Irovetti's kingdom has reacted to the money he's been spending; needless to say, if the PCs come in and take over, a significant portion of the citizens of Pitax will not be that upset.
As for how he's been "hiring" trolls and giants and the like... a combination of money stealthilly siphoned out of his palace treasury (note how empty his palace treasury is) and some key uses of various charm person and diplomacy and intimidation, combined with promises that if the trolls and barbarians and like help, they'll get to rule parts of the PC's kingdom once they take it over.
Basically, Irovetti's put all his eggs in the one basket of taking out the PCs and taking over their kingdom; if he fails to do that, things'll start falling apart. There's some of this built in to some of the encounters, where the PCs have a chance to try to convince some of the armies to switch sides or just abandon Irovetti.

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PJ wrote:Now I have a question is the ruins of Little Town what's left of Mormouth? I was just wandering also about Sarain? No mention at all about this town. I understand that Pitax is the capital of Pitax the nation but don't they also have to contest these towns to take over the whole kingdom?Both Mormouth and Sarain are beyond the borders of the Stolen Lands; they do not play a role in Kingmaker at all.
Thnx for answering so quickly. Do the pcs still have to contest the rest of Pitax if they want to absorb it? I guess it'll be my job to populate the rest of the map with farms etc?

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PJ wrote:Ok another comment.All the money Irovetti has been spending for his mercs should have some repercussions for his kingdom,like has he raised his taxes dramatically? Are his subjects and merchant families screaming. How can he still afford this festival. My peeps will ask these questions. All of those trolls that he had hired couldn't have been cheap. Hill giants I'm sure won't fight for free. How long have they been hired? What has the barbarians been getting for allying with Pitax? Was there any fallout when the Tiger Lords where pretty much detroyed?We didn't have enough room in the adventure to fully explore the ramifications of how Irovetti's kingdom has reacted to the money he's been spending; needless to say, if the PCs come in and take over, a significant portion of the citizens of Pitax will not be that upset.
As for how he's been "hiring" trolls and giants and the like... a combination of money stealthilly siphoned out of his palace treasury (note how empty his palace treasury is) and some key uses of various charm person and diplomacy and intimidation, combined with promises that if the trolls and barbarians and like help, they'll get to rule parts of the PC's kingdom once they take it over.
Basically, Irovetti's put all his eggs in the one basket of taking out the PCs and taking over their kingdom; if he fails to do that, things'll start falling apart. There's some of this built in to some of the encounters, where the PCs have a chance to try to convince some of the armies to switch sides or just abandon Irovetti.Cool makes sense. I guess I'll have to have some of the 'prisoners' let slip what their rewards will be. I think that will just motivate the pcs even more.

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Zen79 wrote:Irovetti's Troll Guards have the feat Unseat, although they don't meet the prerequisites and I can't see how they could ever make use of it. Maybe it should be replaced with Power Attack or Iron Will?Replacing Unseat with Iron Will is a good choice.
Some of the trolls in the adventure were Troll Ftr5 that rode mastodons (the "Troll Thunderlancers") in the turnover; the Unseat feat is probably a residue from that.

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James Jacobs wrote:Thnx for answering so quickly. Do the pcs still have to contest the rest of Pitax if they want to absorb it? I guess it'll be my job to populate the rest of the map with farms etc?PJ wrote:Now I have a question is the ruins of Little Town what's left of Mormouth? I was just wandering also about Sarain? No mention at all about this town. I understand that Pitax is the capital of Pitax the nation but don't they also have to contest these towns to take over the whole kingdom?Both Mormouth and Sarain are beyond the borders of the Stolen Lands; they do not play a role in Kingmaker at all.
The main info dealing with "what happens to Pitax" actually comes in the next adventure... which only makes sense, since this adventure is about confronting and taking down Irovetti; once you've done that, this adventure is over. The aftermath comes in #6.

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PJ wrote:Now I have a question is the ruins of Little Town what's left of Mormouth? I was just wandering also about Sarain? No mention at all about this town. I understand that Pitax is the capital of Pitax the nation but don't they also have to contest these towns to take over the whole kingdom?Both Mormouth and Sarain are beyond the borders of the Stolen Lands; they do not play a role in Kingmaker at all.
It's true. I had originally envisioned the tournament as a trial of possession held every 5 years between Mivon and Pitax over who got possession of Sarain and its fertile wine regions for that time period (in fact, the tournament would have been down near Sarain instead of up near Pitax)... but that would have required going "off the map" and Kingmaker is covering a plenty big enough as it is. Hence, midway through I relocated it up to Pitax (though still with a subplot involving Sarain), and finally all of that got trimmed to focus on the core area where KM is actually taking place, and especially keeping the focus and momentum moving toward the events of #6, instead of drifting off in another direction.
As a side note, one of the early ideas was Irovetti trying to recruit the PCs to compete for his side in the tourney against Mivon. If they chose to compete for themselves instead and did well enough, they could actually take over Sarain and the surrounding area for themselves, gaining a free chunk of farms and what-not. As you can imagine, this idea got... rather complicated. :)

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Zen79 wrote:Two of the archery contestants are described to use "careful aim".
What's that?
It seems to give +5 to the attack roll when using a full-round action to fire a single shot. Is this an official rule, or was it just made up for the archery contest?Actually... it's standard rules to grant a +5 bonus on attack rolls when using a full-round action to fire a single shot. It's squirreled away, though, and easy to miss.
The rule itself is on page 173 of the PFRPG; last sentence of the paragraph that talks about an object's Armor Class:
PFRPG wrote:"Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon."
It's awesome little rules nuggets like this that help sell Pathfinder to people who don't know all the ways Pathfinder is just a little different--and better--than 3.5. I will definitely add this to my bag of tricks when hosting Pathfinder Society games.

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James Jacobs wrote:PJ wrote:Now I have a question is the ruins of Little Town what's left of Mormouth? I was just wandering also about Sarain? No mention at all about this town. I understand that Pitax is the capital of Pitax the nation but don't they also have to contest these towns to take over the whole kingdom?Both Mormouth and Sarain are beyond the borders of the Stolen Lands; they do not play a role in Kingmaker at all.It's true. I had originally envisioned the tournament as a trial of possession held every 5 years between Mivon and Pitax over who got possession of Sarain and its fertile wine regions for that time period (in fact, the tournament would have been down near Sarain instead of up near Pitax)... but that would have required going "off the map" and Kingmaker is covering a plenty big enough as it is. Hence, midway through I relocated it up to Pitax (though still with a subplot involving Sarain), and finally all of that got trimmed to focus on the core area where KM is actually taking place, and especially keeping the focus and momentum moving toward the events of #6, instead of drifting off in another direction.
As a side note, one of the early ideas was Irovetti trying to recruit the PCs to compete for his side in the tourney against Mivon. If they chose to compete for themselves instead and did well enough, they could actually take over Sarain and the surrounding area for themselves, gaining a free chunk of farms and what-not. As you can imagine, this idea got... rather complicated. :)
That would have been cool though. I'm sure it would have eaten through the word count. I'm sure some great ideas get 'trashed' because of word counts huh.
I do have another question when you give the pcs kingdom rewards like +2 on economy for completing quests like (The Numerian Trade) is it just a one time bonus or lets say a year ? It would make sense at least in this instance for it to last.
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That would have been cool though. I'm sure it would have eaten through the word count. I'm sure some great ideas get 'trashed' because of word counts huh.
I do have another question when you give the pcs kingdom rewards like +2 on economy for completing quests like (The Numerian Trade) is it just a one time bonus or lets say a year ? It would make sense at least in this instance for it to last.
Bonuses to a kingdom's stats from completing quests are permanent bonuses.
And just to be clear, the Mivon conflict wasn't cut for word counts. It was cut because introducing a big Mivon element into the Adventure Path this late in the campaign would have felt weird, especially since the first three adventures took place more or less just on the northern Mivon border and we hadn't really heard anything from Mivon at all. One of the things we decided early on in Kingmaker was that if this was going to be as "sandboxy" as we could make it, we would have to focus with LASER precision on ONLY the four map regions—on the Stolen Lands themselves, in other words. We get some stuff about Brevoy and Pitax because those two nations do creep into the maps here and there, but Mivon does not, so in order to keep things focused, we chose to pretty much ignore Mivon except for incidental flavor here and there.
That said, since Mivon is just to the south, increasing its role in the campaign could be pretty cool, but if you do that you should probably prepare a bit extra for when the PCs eventually want to travel into Mivon...

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Why no Achievement Feats for Kingmaker? My pcs think they are the coolest think ever. They don't even mind doing the extra book work. So let's come up with some!!
Achievement Feats were more or less an experiment we wanted to try out for Legacy of Fire. The reception to them was mixed—some folks liked them, but some didn't—they felt they were a bit too videogamey or metagamey. If folks want us to do more achievement feats in the future, let us know!

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PJ wrote:That would have been cool though. I'm sure it would have eaten through the word count. I'm sure some great ideas get 'trashed' because of word counts huh.
I do have another question when you give the pcs kingdom rewards like +2 on economy for completing quests like (The Numerian Trade) is it just a one time bonus or lets say a year ? It would make sense at least in this instance for it to last.Bonuses to a kingdom's stats from completing quests are permanent bonuses.
And just to be clear, the Mivon conflict wasn't cut for word counts. It was cut because introducing a big Mivon element into the Adventure Path this late in the campaign would have felt weird, especially since the first three adventures took place more or less just on the northern Mivon border and we hadn't really heard anything from Mivon at all. One of the things we decided early on in Kingmaker was that if this was going to be as "sandboxy" as we could make it, we would have to focus with LASER precision on ONLY the four map regions—on the Stolen Lands themselves, in other words. We get some stuff about Brevoy and Pitax because those two nations do creep into the maps here and there, but Mivon does not, so in order to keep things focused, we chose to pretty much ignore Mivon except for incidental flavor here and there.
That said, since Mivon is just to the south, increasing its role in the campaign could be pretty cool, but if you do that you should probably prepare a bit extra for when the PCs eventually want to travel into Mivon...
Makes absolute sense. I'm gonna have sprinkle Mivon 'going ons' and maybe a Mivon swordlord skirmish or 2. To give my pcs the go ahead to attack Mivon. :)) My pcs would need the justification. They are drooling at the river kingdom map and thinking the next empire would be what they carve out of it.

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PJ wrote:Why no Achievement Feats for Kingmaker? My pcs think they are the coolest think ever. They don't even mind doing the extra book work. So let's come up with some!!Achievement Feats were more or less an experiment we wanted to try out for Legacy of Fire. The reception to them was mixed—some folks liked them, but some didn't—they felt they were a bit too videogamey or metagamey. If folks want us to do more achievement feats in the future, let us know!
Mine thought most were cool I think it matters what kind of achievements and were they useable in the game or something they can be proud of. I can definitly see why others would think they were videogamey though.

ericthecleric |
Thanks, Gorbacz and Zen79.
Gorbacz, I’ve not seen any of the Tome of Horrors books, so any similarity is coincidental!
Zen, I imagine them surrounding prey while in a valley- so that area spells will be less effective- although attacking PCs on a narrow path is just as good! ;-) Let me know how it goes!

Erik Freund RPG Superstar 2011 Top 16 |

So did anyone like my monsters (the ooze, irlgaunt and warsworn)?
The Warswarm was definately my favorite. Great, spooky concept. It's basically a fresh take on zombie and I really like it. And fits great with this module too! Ah aftermaths...
One question/concern about it though: the ability to animate weapons: it's certainly flavorful, but how is it supposed to work in practice? After a battle, there's going to be 100s of weapons lying about, and that gets logistically dicey. Also, it seems a little weak. Is it mostly just for show? How am I supposed to use it?

Kyle Schmaing |

I found the stats for the Sword Briar in the end of the Path and it states that it will become stronger as more evil fey are killed... I was wondering if these extra powers and so forth are directly tied to the final segment of the AP and if its possible to know ahead of time if it safe to let my player(s) attempt to weild it? I think one of my players would be thrilled to have a powerful Bastard Sword with ties to the Fey world.

Zen79 |

What I'm missing in the adventure is details about the forest of Thousand Voices:
1. The description of the physical appearance and the mood of the forest.
Is it bright and friendly with many clearings and running creeks, or ist it dark, broody, dense and choked up by vines and ivy?
2. Why is it called Thousand Voices?
3. According to the random encounter table, there are many fey living in the forest (nixies, pixies, faerie dragons, dryads, nymphs) - are they evil or good, and what do they know about Nyrissa?

Justin Franklin |

What I'm missing in the adventure is details about the forest of Thousand Voices:
1. The description of the physical appearance and the mood of the forest.
Is it bright and friendly with many clearings and running creeks, or ist it dark, broody, dense and choked up by vines and ivy?2. Why is it called Thousand Voices?
3. According to the random encounter table, there are many fey living in the forest (nixies, pixies, faerie dragons, dryads, nymphs) - are they evil or good, and what do they know about Nyrissa?
I am going to guess the answer is to wait for part 6 (Sound of a Thousand Screams) I am guessing we will get the details there.

Erik Freund RPG Superstar 2011 Top 16 |

Zen79 wrote:I am going to guess the answer is to wait for part 6 (Sound of a Thousand Screams) I am guessing we will get the details there.What I'm missing in the adventure is details about the forest of Thousand Voices:
1. The description of the physical appearance and the mood of the forest.
Is it bright and friendly with many clearings and running creeks, or ist it dark, broody, dense and choked up by vines and ivy?2. Why is it called Thousand Voices?
3. According to the random encounter table, there are many fey living in the forest (nixies, pixies, faerie dragons, dryads, nymphs) - are they evil or good, and what do they know about Nyrissa?
The Guide to the River Kingdoms answers these questions. Not in a lot of detail, but it gives enough to run it well. We'll see if AP #36 contradicts it. ;-)

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I found the stats for the Sword Briar in the end of the Path and it states that it will become stronger as more evil fey are killed... I was wondering if these extra powers and so forth are directly tied to the final segment of the AP and if its possible to know ahead of time if it safe to let my player(s) attempt to weild it? I think one of my players would be thrilled to have a powerful Bastard Sword with ties to the Fey world.
Briar is a pretty complex weapon; it's detailed fully in the next adventure, and unlocking its full potential is actually something that happens throughout the final adventure. It's not really something I can summarize here ahead of time, alas.

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What I'm missing in the adventure is details about the forest of Thousand Voices:
1. The description of the physical appearance and the mood of the forest.
Is it bright and friendly with many clearings and running creeks, or ist it dark, broody, dense and choked up by vines and ivy?2. Why is it called Thousand Voices?
3. According to the random encounter table, there are many fey living in the forest (nixies, pixies, faerie dragons, dryads, nymphs) - are they evil or good, and what do they know about Nyrissa?
The final adventure, "Sound of a Thousand Screams" has a LOT more information about Thousand Voices and what the forest is like. There's a bit of info, as mentioned above, in "Guide to the River Kingdoms" as well, and the few encounters that are detailed in "War of the River Kings" should help to set up how it looks and works.
In brief, though, the forest is a very dense and primeval woodland that doesn't have a lot of civilization stuff in it at all. It's very ancient and old, and the fey that live there tend to skew toward evil and sinister. They know about Nyrissa and can tell the PCs something about her, but those details are in the next adventure.
As for why it's called Thousand Voices... spoiler for the next adventure:

DM Wellard |

James Jacobs wrote:Makes absolute sense. I'm gonna have sprinkle Mivon 'going ons' and maybe a Mivon swordlord skirmish or 2. To give my pcs the go ahead to attack Mivon. :)) My pcs would need the justification. They are drooling at the river kingdom map and thinking the next empire would be what they carve out of it.PJ wrote:That would have been cool though. I'm sure it would have eaten through the word count. I'm sure some great ideas get 'trashed' because of word counts huh.
I do have another question when you give the pcs kingdom rewards like +2 on economy for completing quests like (The Numerian Trade) is it just a one time bonus or lets say a year ? It would make sense at least in this instance for it to last.Bonuses to a kingdom's stats from completing quests are permanent bonuses.
And just to be clear, the Mivon conflict wasn't cut for word counts. It was cut because introducing a big Mivon element into the Adventure Path this late in the campaign would have felt weird, especially since the first three adventures took place more or less just on the northern Mivon border and we hadn't really heard anything from Mivon at all. One of the things we decided early on in Kingmaker was that if this was going to be as "sandboxy" as we could make it, we would have to focus with LASER precision on ONLY the four map regions—on the Stolen Lands themselves, in other words. We get some stuff about Brevoy and Pitax because those two nations do creep into the maps here and there, but Mivon does not, so in order to keep things focused, we chose to pretty much ignore Mivon except for incidental flavor here and there.
That said, since Mivon is just to the south, increasing its role in the campaign could be pretty cool, but if you do that you should probably prepare a bit extra for when the PCs eventually want to travel into Mivon...
NoNo No..you do not go to war with Mivon..you fight a judicial duel and when you win then you take over the country peacefully..after that you start organising the army to interfere in the inevitable civil war in Brevoy

ericthecleric |
Hi Erik,
Thanks!
I originally gave the warsworn some additional and different abilities, but perhaps they made the thing too deadly and/or took up too much word count. I will say that I am very pleased with the extra fluff for it though!
The haunt weapons ability, as I’d originally submitted it, is as follows in the spoiler (well, allowing for the changes made to the creature after editing).
As I didn’t write up the Haunt Weapons ability, I can’t really answer your questions about it. However, it seems that it would be effective against groups of peasants or low-level warriors and so on, but not so good against high-level adventurers.
If the Haunt Weapons ability is too weak for you, then consider either of the following ideas- but only use one not both(!) instead:
2. Spritual Weapon effect: At will, but no more than six times per encounter, a warsworn can animate nearby unattended weapons, including those inside it’s body, as per the spell spiritual weapon. Animated weapons have attributes as normal for the weapons (hardness, hp, etc) but are otherwise treated as spiritual weapons as per the spell. As a standard action, a warsworn can direct more than one such weapon against a new target, but all newly directed weapons must attack the same target. Creatures affected by protection from evil are immune to this effect. The effect is CL 18th.
I hope that helps!

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PJ wrote:That would have been cool though. I'm sure it would have eaten through the word count. I'm sure some great ideas get 'trashed' because of word counts huh.
I do have another question when you give the pcs kingdom rewards like +2 on economy for completing quests like (The Numerian Trade) is it just a one time bonus or lets say a year ? It would make sense at least in this instance for it to last.Bonuses to a kingdom's stats from completing quests are permanent bonuses.
And just to be clear, the Mivon conflict wasn't cut for word counts. It was cut because introducing a big Mivon element into the Adventure Path this late in the campaign would have felt weird, especially since the first three adventures took place more or less just on the northern Mivon border and we hadn't really heard anything from Mivon at all. One of the things we decided early on in Kingmaker was that if this was going to be as "sandboxy" as we could make it, we would have to focus with LASER precision on ONLY the four map regions—on the Stolen Lands themselves, in other words. We get some stuff about Brevoy and Pitax because those two nations do creep into the maps here and there, but Mivon does not, so in order to keep things focused, we chose to pretty much ignore Mivon except for incidental flavor here and there.
That said, since Mivon is just to the south, increasing its role in the campaign could be pretty cool, but if you do that you should probably prepare a bit extra for when the PCs eventually want to travel into Mivon...
James is quite correct. It's like writing an academic research paper; you can't try to answer every question that might pertain to the topic you are studying or your paper will be a thousand pages long. For any writing project, you defined that THESE are the questions I am addressing and THIS is the way I am answering them. If you must , make a side note acknowledging that there are other unanswered questions out there, but everyone reading needs to accept the fact that what you are providing has borders and limits and is not claiming to be encyclopedic.
The movie The Passion of the Christ is a movie about the last few days of Jesus' life. Whatever its good points or bad points, THAT is what the movie is about. People who critiqued it saying it should have focused more on earlier periods in Jesus' life were missing the point. It wasn't ever intended to be the story of Jesus' life prior to that time. It was what it was, and it wasn't what it wasn't.
Likewise, Kingmaker is the story of the Stolen Lands, and towards the end that includes Pitax as the two come into conflict. It's not about Brevoy, Iobaria, Numeria, Mivon, or anyplace else. It does reference those places (the semi-free city of Restov especially, obviously), but those are outside the scope of what the AP is.
That's the published product.
The beauty of RPGs in general, of course, is that you can add in all kinds of things along the way, and you never know what players are going to want to do. Hopefully products like Guide to the River Kingdoms can help you figure out what to do if your players want to go into Mivon, or even just solidify the border with them (I know my Kingmaker PCs are already thinking about that, even though they've only just started to expand past the Tuskwater).

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Hi Erik,
Thanks!
I originally gave the warsworn some additional and different abilities, but perhaps they made the thing too deadly and/or took up too much word count. I will say that I am very pleased with the extra fluff for it though!
The haunt weapons ability, as I’d originally submitted it, is as follows in the spoiler (well, allowing for the changes made to the creature after editing).
** spoiler omitted **
As I didn’t write up the Haunt Weapons ability, I can’t really answer your questions about it. However, it seems that it would be effective against groups of peasants or low-level warriors and so on, but not so good against high-level adventurers.
If the Haunt Weapons ability is too weak for you, then consider either of the following ideas- but only use one not both(!) instead:
** spoiler omitted **...
:))

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I found the stats for the Sword Briar in the end of the Path and it states that it will become stronger as more evil fey are killed... I was wondering if these extra powers and so forth are directly tied to the final segment of the AP and if its possible to know ahead of time if it safe to let my player(s) attempt to weild it? I think one of my players would be thrilled to have a powerful Bastard Sword with ties to the Fey world.
Is anyone else reminded of that awesome sword from Oblivion: Shivering Isles, the one that got more powerful the more monsters you killed with it and transformed into a different sword depending on whether it was day or night? I forget the name, but Briar sounds potentially as cool a weapon.

Erik Freund RPG Superstar 2011 Top 16 |

There is a discrepency in the text as to whether T1 (Ivoretti's bedchamber) links up to Q18 or Q19. I suspect 19, but just looking for clarity.
Also: at the White Rose Abbey, looking at the map, it seems there was material for 14a and 14b that was cut. Care to comment as to what might have been there?
Finally, it seems unlikely that the PCs would discover the Waterclock in area 16: is this intentional? If they are about to leave without finding it, should we let them hear it ticking to garuntee they encounter it?

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There is a discrepency in the text as to whether T1 (Ivoretti's bedchamber) links up to Q18 or Q19. I suspect 19, but just looking for clarity.
Also: at the White Rose Abbey, looking at the map, it seems there was material for 14a and 14b that was cut. Care to comment as to what might have been there?
Finally, it seems unlikely that the PCs would discover the Waterclock in area 16: is this intentional? If they are about to leave without finding it, should we let them hear it ticking to garuntee they encounter it?
Q18 connects to area S1.
Q19 connects to area T1. This allows Irovetti to go directly from his bedroom to the fighting arena, basically.
Areas D14a and D14b were both separate encounter areas in the original turnover, one of which was empty and the other of which had a bunch of giant stag beetles in it. The stag beetles were cut because we needed more space, and a fight against giant beetles at level 13 was an easy cut to make.
If the PCs don't find the waterclock in area D16, that's fine. It's supposed to be hard to find, after all, but the assumption is that, as with most encounter areas, the PCs will search a room pretty well after a fight with a climactic monster. At 12th level, chances are VERY good a PC will have maxed out a Perception skill for a +16 or higher bonus on the roll, resulting in an automatic success if they take 20 on searching the area. Other spell effects, like detect secret doors or even detect magic will reveal the hidden cache as well. The waterclock isn't a "load bearing" plot device; it and the treasure are intended to be "bonuses" for PCs who find them and reward them for being thorough by giving them a pretty powerful ally. If they miss this, they'll miss out on some magic items and some advice or aid, but you can at a later point give them clues (perhaps recovered in Irovetti's palace, or maybe as a result of a divinaiton type spell they cast later to find out more about Briar), that could encourage them to return here to seek out what they missed.

Old Gamer |

Hi Folks,
I have a question concerning the Pitax Warden Stats.
His Offense ist listed as Greatsword +13/+8 with a damage of 2d6+8 (Page 11).
I concur with the attack boni but the damage should add up as:
+1 Magic (Greatsword +1)
+6 for 1.5 times strength bonus
+2 for Weapon specialisation and
+1 for Weapon training heavy blades
+10 total
Or did I miss something?

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I have a bit of a problem with Irovetti's stats in this adventure.
Firstly, Irovetti's attack and damage appears to be wrong. Both appear 1 point too low. I suspect that weapon training hasn't been factored in; in fact, it's utterly missing from his stat block. Did he originally have less levels of fighter?
Secondly - and this is the big one - Irovett's stats appear to be totally off the wall. According to his gear, he has no stat-boosting items at all. Yet he somehow manages stats of 18, 18, 20, 12, 8, 22 on a 20-pt buy with 4 stat points and +2 racial? Even assuming that the 18 Dex includes the effects of a cat's grace spell, he still has to account for stats of 18, 14, 20, 12, 8, 22. He can't have started with a natural stat (pre racial mod) above 18, and has 6 points to allocate between level ups and racial. He must have applied 4 points to his Charisma and 2 to his Con. That gives his base natural stats as 18, 14, 18, 12, 8, 18. That's a...56 point buy. So what am I missing? Was he supposed to have a headband of +4 Cha and a belt of +4 Str and +4 Con? Because then the numbers would work.
Oh, and Irovetti's CMD is 1 point too low. Probably missed off haste bonus.

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I have a bit of a problem with Irovetti's stats in this adventure.
Firstly, Irovetti's attack and damage appears to be wrong. Both appear 1 point too low. I suspect that weapon training hasn't been factored in; in fact, it's utterly missing from his stat block. Did he originally have less levels of fighter?
Secondly - and this is the big one - Irovett's stats appear to be totally off the wall. According to his gear, he has no stat-boosting items at all. Yet he somehow manages stats of 18, 18, 20, 12, 8, 22 on a 20-pt buy with 4 stat points and +2 racial? Even assuming that the 18 Dex includes the effects of a cat's grace spell, he still has to account for stats of 18, 14, 20, 12, 8, 22. He can't have started with a natural stat (pre racial mod) above 18, and has 6 points to allocate between level ups and racial. He must have applied 4 points to his Charisma and 2 to his Con. That gives his base natural stats as 18, 14, 18, 12, 8, 18. That's a...56 point buy. So what am I missing? Was he supposed to have a headband of +4 Cha and a belt of +4 Str and +4 Con? Because then the numbers would work.
Oh, and Irovetti's CMD is 1 point too low. Probably missed off haste bonus.
Irovetti went through a LOT of stat block revisions, including various combinations of levels of fighter, ranger, rogue, and barbarian, before he finally landed as you see him in the module. It's certainly possible that some part of his final stat block is a lingering artifact of one of his earlier incarnations.
As for his high stats, though, let's just agree that he's a cheating bastard and move on, eh? :)

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I have a bit of a problem with Irovetti's stats in this adventure.
Firstly, Irovetti's attack and damage appears to be wrong. Both appear 1 point too low. I suspect that weapon training hasn't been factored in; in fact, it's utterly missing from his stat block. Did he originally have less levels of fighter?
Secondly - and this is the big one - Irovett's stats appear to be totally off the wall. According to his gear, he has no stat-boosting items at all. Yet he somehow manages stats of 18, 18, 20, 12, 8, 22 on a 20-pt buy with 4 stat points and +2 racial? Even assuming that the 18 Dex includes the effects of a cat's grace spell, he still has to account for stats of 18, 14, 20, 12, 8, 22. He can't have started with a natural stat (pre racial mod) above 18, and has 6 points to allocate between level ups and racial. He must have applied 4 points to his Charisma and 2 to his Con. That gives his base natural stats as 18, 14, 18, 12, 8, 18. That's a...56 point buy. So what am I missing? Was he supposed to have a headband of +4 Cha and a belt of +4 Str and +4 Con? Because then the numbers would work.
Oh, and Irovetti's CMD is 1 point too low. Probably missed off haste bonus.
Ugh... yeah, for whatever reason, his headband of Charisma +6 and his belt of Str +4/Con +4 didn't make it into his stat block. (A quick adding-up of his gear bears this out; he's about 80,000 gp short of actually having 315,000 gp of gear, which is what he SHOULD have considering he's a 16th level character with PC wealth.)
Reason #25 why it's good to be caught up on the schedule = we get to spend more time editing and developing the words.

Critic of the Dawn |

I have a question about the joust.
As written, Stage 1 looks likely to last a very very very long time if it is actually run as written.
From my reading of the event, each competitor takes turns jousting against Pitax Wardens until the Wardens have eventually defeated all but 2 competitors, correct?
With a ride check of +6 and opponents all well over +10 for ride checks, the Pitax Wardens are unlikely to get opportunities to roll their bull rush attempts to eliminate competitors very often at all. And with a CMB of +8, it looks like 2 of the competitors have CMDs that can only be beaten if the Wardens roll a natural 20, with the easiest requiring a roll of at least a 17. This adds up to make it extremely unlikely that the Wardens will win any given joust, which means that there will likely be a very large number of them.
Am I missing something, or is it really assumed that the first round will likely consist of dozens of easy cakewalk jousts until the vastly inferior Wardens get a few lucky 20s in a row against 3 of the assumed 5 competitors (4 NPCs and 1 PC)? Are the competitors supposed to start jousting each other in Stage 1? As written, it looks like there are no jousts between the competitors until Stage 2, but perhaps I am reading it wrong?
Eric "Critic of the Dawn"

Erik Freund RPG Superstar 2011 Top 16 |

I have a question about the joust.
As written, Stage 1 looks likely to last a very very very long time if it is actually run as written.
From my reading of the event, each competitor takes turns jousting against Pitax Wardens until the Wardens have eventually defeated all but 2 competitors, correct?
With a ride check of +6 and opponents all well over +10 for ride checks, the Pitax Wardens are unlikely to get opportunities to roll their bull rush attempts to eliminate competitors very often at all. And with a CMB of +8, it looks like 2 of the competitors have CMDs that can only be beaten if the Wardens roll a natural 20, with the easiest requiring a roll of at least a 17. This adds up to make it extremely unlikely that the Wardens will win any given joust, which means that there will likely be a very large number of them.
Am I missing something, or is it really assumed that the first round will likely consist of dozens of easy cakewalk jousts until the vastly inferior Wardens get a few lucky 20s in a row against 3 of the assumed 5 competitors (4 NPCs and 1 PC)? Are the competitors supposed to start jousting each other in Stage 1? As written, it looks like there are no jousts between the competitors until Stage 2, but perhaps I am reading it wrong?
Eric "Critic of the Dawn"
I had the same thought. Especially since the text points out "this makes it an advantage to go last." And while that's still true even with the above analysis, it sounds like the Wardens were intended to be a little bit more competent.

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Critic of the Dawn wrote:I had the same thought. Especially since the text points out "this makes it an advantage to go last." And while that's still true even with the above analysis, it sounds like the Wardens were intended to be a little bit more competent.I have a question about the joust.
As written, Stage 1 looks likely to last a very very very long time if it is actually run as written.
From my reading of the event, each competitor takes turns jousting against Pitax Wardens until the Wardens have eventually defeated all but 2 competitors, correct?
With a ride check of +6 and opponents all well over +10 for ride checks, the Pitax Wardens are unlikely to get opportunities to roll their bull rush attempts to eliminate competitors very often at all. And with a CMB of +8, it looks like 2 of the competitors have CMDs that can only be beaten if the Wardens roll a natural 20, with the easiest requiring a roll of at least a 17. This adds up to make it extremely unlikely that the Wardens will win any given joust, which means that there will likely be a very large number of them.
Am I missing something, or is it really assumed that the first round will likely consist of dozens of easy cakewalk jousts until the vastly inferior Wardens get a few lucky 20s in a row against 3 of the assumed 5 competitors (4 NPCs and 1 PC)? Are the competitors supposed to start jousting each other in Stage 1? As written, it looks like there are no jousts between the competitors until Stage 2, but perhaps I am reading it wrong?
Eric "Critic of the Dawn"
The stats for the Wardens on p17 are out by 2 on everything compared to their stats on p11-12. They should have a Ride check of +8 and a CMB/CMD of +10/20. Against the listed competitors who take part in round 1 (i.e. not Koth) their "opposed" Ride checks are at -6 to -9 and, if they get a chance to Bull Rush their opponents, they'll need a minimum of 15 with one opponent still needing a 20 to unseat.
Even with those stats it looks like being a long joust so, when I get to this in my campaign, I'd be tempted to give them another +2 (or even +4) on everything. If I get time this weekend, I may try running a couple of trial jousts just to see how many cycles through the competitors it takes to whittle them down to 2.

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Phil Ridley wrote:The stats for the Wardens on p17 are out by 2 on everything compared to their stats on p11-12.Of course, that's probably because they're drunk as well all the other competitors.
Since being drunk makes you effectively sickened if I recall, this would make sense.
I drew up a complicated jousting subsystem to put in the mod which did not end up in the final version, but if people are interested I could post it or you could email me at tjadenjason (at) gmail (dot) com.

Zen79 |
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I made up an additional competition for the festival:
Event: Drinking Competition
The rules of the Drinking Competition are easy: every competitor has to drink every drink served, and the last man standing wins.
The drinks are served every other round. A competitor who hasn’t downed his drink when the next one is served is out of the competition.
Druids, Monks and all others known to be immune against poison are not allowed to partake in this competition.
The drinks served are:
1. 3 kegs of Darkwater Mead. This dark-brown and flavourful mead is quite strong.
Fort DC 10 or become nauseated for the rest of the competition.
2. 3 kegs of Darkwater Mead.
Fort DC 12 or become nauseated and sickened for the rest of the competition.
3. 3 kegs of Darkwater Mead.
Fort DC 14 or become nauseated, sickened and confused for the rest of the competition.
4. 3 kegs of Darkwater Mead.
Fort DC 16 or become unconscious.
5. 3 glasses of Sarain Spice Wine. The best red wine Sarain’s vineyards have to offer, heated and flavoured with imported spices.
Fort DC 18 or become sickened for the rest of the competition and take 2d12 points of nonlethal damage.
6. 3 glasses of Sarain Spice Wine.
Fort DC 18 or become sickened and confused for the rest of the competition and take 2d12 points of nonlethal damage.
7. 1 tumbler of Mwangi Fire Whiskey. This is a taldan whiskey infused with fire chilis imported from the Mwangi Expanse.
9d6 nonlethal fire damage, fort DC 20 for half damage.
8. 1 tumbler of Mwangi Fire Whiskey.
9d6 nonlethal fire damage, fort DC 20 for half damage.
9. 1 tumbler of Mwangi Fire Whiskey.
9d6 nonlethal fire damage, fort DC 20 for half damage.
10. 1 goblet Daggermark Special. This cocktail is used in Daggermark to “test” protections against poison.
Fort DC 22, frequency 1/rd. for 2 rounds, effect 1d6 Wis and confused 1 round, cure 1 save
11. 1 glass of Water of Life. This special moonshine from the First World tastes strong and fruity, recalling memories of every fruit the drinker ever tasted, and many he never tasted at all.
Fort DC 24, frequency 1/rd. for 6 rounds, effect 1d4 Str, cure 2 saves
12. 3 kegs of Darkwater Mead. Just to spill it down.
If only one competitor is left before the last round, he may continue nonetheless to win the special price. If the winner of the competition drinks all the offered drinks he wins a Decanter of Endless Water, Beer, or Wine, which is a Decanter of Endless Water that can also produce a stream or fountain of beer or wine when alternate command words are used. Beer and wine produced in this way turn into ordinary water when they haven’t been consumed after 1 hour.
If more than one competitor is left after the last drink, they continue drinking 1 glass of Water of Life followed by 3 kegs of Darkwater Mead until a winner is found. For every additional round of drinking Water of Life, the save DC increases by 2.
I haven't statted up any competitors yet, but that shouldn't be hard as there is only one strategy to win the competition, which is a good fortitude save...