Kingmaker pacing ideas [spoilers]


Kingmaker


Hey all,
I’ve been planning on dropping some more clues for the PCs over the first three adventures that will make the extent of Nyrissa’s sponsorship of their enemies a little more apparent—as it stands now, I feel like there will be next to no warning for the stuff that goes down in the sixth installment. There’s simply no way for the PCs to appreciate the fact that she’s been working against them since first level.

My first idea was pretty small: make something of the Stag Lord's incorporate the lock of Nyrissa's hair he woke up holding after his dream. I'm thinking his amulet would be the best candidate. It would make sense that his prior success was partly due to her inspiration, and would tie in nicely with the ring the PCs will find in the Owlbear's lair at the end of the second module. In fact, I was thinking of making the amulet cursed as well--probably making all animals refuse to come within 30 feet of the bearer, or become hostile towards him (this will make riding pretty difficult for the cursed character).

My second idea is a little more involved. Given how excited my players are at owning their own gold mine (they've stopped by twice to check on it), I was thinking of having a "problem" come up at some point, maybe around the end of the third module (which while a solid adventure, does very little to advance the overall plot of the campaign). The problem: a gang of Derro, their leader once again "inspired" by Nyrissa to cause problems for the PCs, and with yet another cursed magic item using a lock of nymph hair.

By this point the PCs should be wise that someone has been giving out locks of cursed Nymph hair to their enemies. If they’re feeling extra smart, they may even realize that it could be a Nymph, at which point I suspect that they might start asking around among their fey contacts.

This could be problematic—how much would Tyg-titter-tut or Perlivash know about Nyrissa? No idea? Scarred to death of her? Obviously, they shouldn’t reveal too much, but I feel like it would be pretty neat to have one of them drop her name in a whisper, and then suddenly get possessed by her, deliver an ominous warning to the PCs that they’d better abandon their kingdom, and then turn to stone or something. Could get especially dramatic when the surviving one blames the PCs…

Anyways, if anyone else has other ideas for how to improve the pacing of the campaign, I’d love to hear them.


the Shifter wrote:

Hey all,

I’ve been planning on dropping some more clues for the PCs over the first three adventures that will make the extent of Nyrissa’s sponsorship of their enemies a little more apparent—as it stands now, I feel like there will be next to no warning for the stuff that goes down in the sixth installment. There’s simply no way for the PCs to appreciate the fact that she’s been working against them since first level.

My first idea was pretty small: make something of the Stag Lord's incorporate the lock of Nyrissa's hair he woke up holding after his dream. I'm thinking his amulet would be the best candidate. It would make sense that his prior success was partly due to her inspiration, and would tie in nicely with the ring the PCs will find in the Owlbear's lair at the end of the second module. In fact, I was thinking of making the amulet cursed as well--probably making all animals refuse to come within 30 feet of the bearer, or become hostile towards him (this will make riding pretty difficult for the cursed character).

My second idea is a little more involved. Given how excited my players are at owning their own gold mine (they've stopped by twice to check on it), I was thinking of having a "problem" come up at some point, maybe around the end of the third module (which while a solid adventure, does very little to advance the overall plot of the campaign). The problem: a gang of Derro, their leader once again "inspired" by Nyrissa to cause problems for the PCs, and with yet another cursed magic item using a lock of nymph hair.

By this point the PCs should be wise that someone has been giving out locks of cursed Nymph hair to their enemies. If they’re feeling extra smart, they may even realize that it could be a Nymph, at which point I suspect that they might start asking around among their fey contacts.

This could be problematic—how much would Tyg-titter-tut or Perlivash know about Nyrissa? No idea? Scarred to death of her? Obviously, they shouldn’t reveal too much, but I feel like it would be...

Only one question:

Why do you want to pace up?


I noticed that too, especially that Nyrissia doesn't appear at all in the 3rd part; considering that the PCs might miss the hints pointing toward her in the 1st and 2nd module, they may have no clue about her at the end of the 3rd.
Maybe #4 and #5 contain more clues towards her, but nonetheless it would be interesting to add some additional (maybe optional, if they discover the standard ones) clues in #1 - #3


good discussion here. My group is half way through book 2; for them locks of hair are too big a clue early on but I may weave it in later. For now the First World threat runs in the background (standing stones they find, Wild Hunt they hear, evil fey they fight, etc.) while they focus on threats from the Dragonscale Throne or trolls. I was also disappointed that book 3 did not continue with this plot line.


what book and page gives them the lock of hair?


wraithstrike wrote:
what book and page gives them the lock of hair?

Rivers Run Red, page 50

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