[Intelligence Check] Spies and Spying in Kingmaker


Kingmaker


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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

(Cross-posted from the Suggestions/House Rules/Homebrew forums after I realized that this is relevant here too. D'oh.)

Intelligence Check updates with a massive new article on how to add foreign and domestic spying in a Kingmaker campaign!

This article was inspired by a player in my current Kingmaker game who, upon taking the role of the kingdom's Spymaster, wanted to found an intelligence network. I searched through a lot of third-party books before realizing that I'd have to build the rules myself, and this is the result.

I'm going to be playtesting these rules with my group over the next several weeks, but if anyone else wants to try them out in the meantime, please do so (and, if you're so inclined, post feedback on what works and what doesn't).

Enjoy, and may all your healing potions be shaken, not stirred!


I have been contemplating taking on rules like these also. I used the Council of theives #4 I beleive to get rules for kingdom guild but these look promisig. Kudos to you I will supply some feedback as we use them.

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