What to do and what not to do when subjugating the Stolen Lands


Kingmaker


I ran my Kingmaker game again on Sunday and several amusing things popped up which is annoying but I know how to fix.

1) Be worried when all the fighty types decide for that lvl 1 dip into Alchemist for mutagen.
2) Having the party club together to sell basically all the loot and buy the fighter types masterwork platemail is annoying when combined with 1.
3) 20 lvl 1 fighters with shortbows and an attack of +2 don't mean quite so much versus a mounted character who has an AC of 25. (They're incidentally not worth the XP listed)
4) Kingmaker makes heavy use of big bads who are melee bruisers. This will not end well with the composition of my group.
5) I don't really like the 4 encounters per day thing. I'm gonna need to do something like two back to back boss fights to manage the same level of tension you're supposed to have in low level D&D.

Kingmaker is otherwise quite cool. I don't like running with minimal prep but I did this time around because of other obligations.


1)That's really no worse than a 1 lvl dip into Barb for Rage. I wouldn't worry.

2)Then the rest of the party will be behind WBL. If they're fine with that, it shouldn't unbalance the party as a whole.

3)The bandits can't hit the Cavalier, but they can hit the Wizard just fine.

4)Why not?

5)I'm not understanding what you mean. With random encounters, it's more like 1 encounter per day, max. There's a few locations with multiple fights (bandit camp, mites) but I thought those were well balanced. The mites (or rather the giant tick and the centipedes) can actually be the hardest encounters in the module if attempted too early. I thought the Stag Lord was one of the best fights I've run.

Grand Lodge

Quantum Steve wrote:

1)That's really no worse than a 1 lvl dip into Barb for Rage. I wouldn't worry.

2)Then the rest of the party will be behind WBL. If they're fine with that, it shouldn't unbalance the party as a whole.

3)The bandits can't hit the Cavalier, but they can hit the Wizard just fine.

4)Why not?

5)I'm not understanding what you mean. With random encounters, it's more like 1 encounter per day, max. There's a few locations with multiple fights (bandit camp, mites) but I thought those were well balanced. The mites (or rather the giant tick and the centipedes) can actually be the hardest encounters in the module if attempted too early. I thought the Stag Lord was one of the best fights I've run.

My group is quite powerful, so I had to adjust the encounters accordingly. All good gms do this.It comes with the 'hat'. My group loves Kingmaker thus far.


I increase the effective CR of random encounters. A one-fight-a-day is artificial and panders to the players, so I might as well try to make it worth the XP being handed out.

You may also have problems if/when the players gain flight long before their enemies.


Yeah, I have to put in some work into the encounters. Firstly the tier 1 combat PCs are running ACs of around 23 (10 round duration) with the fun combo of masterwork plate, mutagen, and shield extract.

I was thinking musketeers and wizards for the stag lord encounter. That and an interesting idea that one of my group had which was minion "hordes", an old 3.5 rule where you group a bunch of low level guys into a group and stat them that way.

Grand Lodge

CaspianM wrote:

Yeah, I have to put in some work into the encounters. Firstly the tier 1 combat PCs are running ACs of around 23 (10 round duration) with the fun combo of masterwork plate, mutagen, and shield extract.

I was thinking musketeers and wizards for the stag lord encounter. That and an interesting idea that one of my group had which was minion "hordes", an old 3.5 rule where you group a bunch of low level guys into a group and stat them that way.

Yeah, make them a 'mob'. It makes it so you can use them as a swarm.


Heh, just read the mob rules here:

http://brilliantgameologists.com/boards/index.php?topic=10466.0

Archer mobs will be pretty upsetting when they tangle with the Stag Lord.


Troubleshooter wrote:

I increase the effective CR of random encounters. A one-fight-a-day is artificial and panders to the players, so I might as well try to make it worth the XP being handed out.

No kidding. I turned the trapdoor spider lair into a mini dungeon with 4 smaller spiders and 3 spider swarms. The PCs felt they'd been in a fight that day I can tell you!

Sczarni

Don't sweat book 1. There's plenty of stuff in there (like the good old 1d4 trolls random encounter) that can nom on your pcs good.

When they start having essentially unlimited wealth & lots of free time, start worrying.


psionichamster wrote:

Don't sweat book 1. There's plenty of stuff in there (like the good old 1d4 trolls random encounter) that can nom on your pcs good.

When they start having essentially unlimited wealth & lots of free time, start worrying.

Ah, random trolls. Responsible for our very first PC death.

Everyone in the party agreed they should run, so the Rogue got off his horse and staked it to the ground.
The Cavalier charged and ate many rend attacks.

That same encounter was nearly responsible for two more PC deaths.

Liberty's Edge

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I do a check of the "encounters of the day" at the start of the day (those are 3 checks, 15% for a day spent exploring the hex, plus 15% for a night camping, plus 5%for entering a hex) and then adjust them or spread them around the hours of the day as I see fit.

When the encounter rolled for one day for my 1 level group were: 4 trolls and 6 bandits (separated) they did become:
- 1 running bandit gasping "Trolls!" when meeting the PC. On cue the whole group (plus bandit) moved in the opposite direction while the trolls were busy eating the other 5 bandits.
- that night a lone troll that had followed their trail attacked the PC camp. The bandit, that was still with the players, stole their horse and run did away while the troll fell in one of the bear trap that they had placed around the camp.
They were very lucky with the troll strength check as the troll was incapable to open the trap jaws (3 failed attempts) and resolved the problem ripping the stake fixing it to the terrain and hobbling around at half speed.
So the group, using every ranged attack they had, alchemist fire, acid splash cantrips and so on, was capable to kill him.

I can assure you that they remember that battle (and, thanks to that fight and some other the bear trap will be one of the symbols of the kingdom). The key, for me, is to keep the players aware that there is a chance of a night-time encounter and multiple daytime encounters plus the set pieces encounters.
That way they will not go nova in the first encounter they get and then rest to replenish their resources without any problem.

Grand Lodge

Diego Rossi wrote:

I do a check of the "encounters of the day" at the start of the day (those are 3 checks, 15% for a day spent exploring the hex, plus 15% for a night camping, plus 5%for entering a hex) and then adjust them or spread them around the hours of the day as I see fit.

When the encounter rolled for one day for my 1 level group were: 4 trolls and 6 bandits (separated) they did become:
- 1 running bandit gasping "Trolls!" when meeting the PC. On cue the whole group (plus bandit) moved in the opposite direction while the trolls were busy eating the other 5 bandits.
- that night a lone troll that had followed their trail attacked the PC camp. The bandit, that was still with the players, stole their horse and run did away while the troll fell in one of the bear trap that they had placed around the camp.
They were very lucky with the troll strength check as the troll was incapable to open the trap jaws (3 failed attempts) and resolved the problem ripping the stake fixing it to the terrain and hobbling around at half speed.
So the group, using every ranged attack they had, alchemist fire, acid splash cantrips and so on, was capable to kill him.

I can assure you that they remember that battle (and, thanks to that fight and some other the bear trap will be one of the symbols of the kingdom). The key, for me, is to keep the players aware that there is a chance of a night-time encounter and multiple daytime encounters plus the set pieces encounters.
That way they will not go nova in the first encounter they get and then rest to replenish their resources without any problem.

My group appreciates that I do the same thing.


Yes, our party composition is able to handle about anything that is written (been gaming together over 15years through multiple systems). So I start every encounter anymore giving max HP to monsters, this helps to be able to do some damage and soak up some resources from them. But, yes, one encounter a day is not enough to keep them on their toes, and does not seem like it is worth the work. So I will group a couple from multiple days into one day, or hex. The party currently consists of a magus, fighter, bard, and a witch. So they are not strong on healing, but if they roll well, they can kill about anything (except a rock troll ... lol).

Grand Lodge

if mounted characters are running ripshod over your npcs shoot the horse.Or fireball etc the horse.


Yeah, I love an orc with a greataxe making called shots to charging horse legs ... makes dismounting easy.


20 1st level bandits don't know how to do Aid checks?

As Sir Hamster advised, Chapter 1 is not the worrisome part. It's when they inevitably decide to min-max ("make efficient use of" to quote one player) the kingdom and mass combat army rules sets that you need to shove your iron gauntlet inside the velvet glove before slapping them upside the noodle.


My advice: terrorize your PCs early on, and don't be afraid to punishes for not only their failures, but their overreaching successes as well. I've pulled a fast one on my group in that an old NPC is coming back to haunt them: Dovan fled the Keep, and they never tried to stop him. So now, he's formed his own little gang, and established their first thieves' guild in their kingdom. Meanwhile, he's picked up the quickling after the party let it get away.

On the troll front, they've now killed so many trolls that they've become known as the Reaper, becoming the tales that the Trolls tell their children of to make them behave. This has made any chance at Diplomacy with the trolls almost impossible, as there is no way the Trolls would really believe the PCs won't kill them outright. The PCs love it, even when Dovan took his gang and made off with the entire market's magic item registry, because for once, it feels like it's their own actions that are steering greater events, and that they will have a lasting impact on the world of Golarion.

I've already decided to rule that future campaigns will include the actions taken in Kingmaker, so if their kindgom survives, it will still be there.


Ahkmed wrote:
Yeah, I love an orc with a greataxe making called shots to charging horse legs ... makes dismounting easy.

Not that much if the player has mounted combat and high riding skill

Grand Lodge

Turin the Mad wrote:

20 1st level bandits don't know how to do Aid checks?

As Sir Hamster advised, Chapter 1 is not the worrisome part. It's when they inevitably decide to min-max ("make efficient use of" to quote one player) the kingdom and mass combat army rules sets that you need to shove your iron gauntlet inside the velvet glove before slapping them upside the noodle.

+1


If these 1st-level human fighters are primarily archers, why do they only have a +2 attack bonus with a shortbow?

+1 BAB, +3 Dex, +1 Weapon Focus. Add in some circumstance bonuses, like higher ground (+1) or total concealment.

But as the others said, the bandits just kill the horse and the rest of the party. Maybe hit the mailed fighter with a couple bottles of alchemist's fire or a tanglefoot bag to distract him for a few turns. A 2nd-level fighter in full plate will never be able to close on foot with a band of lightly armored archers. Eventually, they'll take him down with lucky shots, fire, nets and lassos, or sheer exhaustion.

Scarab Sages

I think everyone's Kingmaker is different, but half of what makes this campaign fun for my group is the non-workday portion. Running around exploring hexes and fighting things are either the easy part of their kingdom building.

The hard part is all the NPCs I am throwing at them that come to their budding kingdom. While most wish to aid in the growing new kingdom, the number that are sincere and selfless is a very tiny percentage. Because the queen is the daughter of one of the swordlords, and I have a big political intrique going between Regent of Brevoy, the Lords of Brevoy, and the Swordlords (a la Game of Thrones), the party has to deal with all sorts of political and loyalty issues as well as deciding how to respond to all sorts of requests, demands, and sometimes threats.

Half the time they are afraid to leave Leviton (starting city) because they might no be there when a crucial raven arrives with a message or when an envoy comes with demands.

This aspect certainly wont interest all groups, but most of my players are old hands, and fairly clever, so this keeps them busy and involved despite the ease with which they sometimes obliterate a group of trolls or a bandit gang.

You might try increasing the political side, and using the carrot of increased BP, gold, gifts for the ruler, etc to incentivize your party to participate. This side of the game is rather unique to Pathfinder, since most games don't let you start playing ruler so early in levels.

Grand Lodge

redcelt32 wrote:

I think everyone's Kingmaker is different, but half of what makes this campaign fun for my group is the non-workday portion. Running around exploring hexes and fighting things are either the easy part of their kingdom building.

The hard part is all the NPCs I am throwing at them that come to their budding kingdom. While most wish to aid in the growing new kingdom, the number that are sincere and selfless is a very tiny percentage. Because the queen is the daughter of one of the swordlords, and I have a big political intrique going between Regent of Brevoy, the Lords of Brevoy, and the Swordlords (a la Game of Thrones), the party has to deal with all sorts of political and loyalty issues as well as deciding how to respond to all sorts of requests, demands, and sometimes threats.

Half the time they are afraid to leave Leviton (starting city) because they might no be there when a crucial raven arrives with a message or when an envoy comes with demands.

This aspect certainly wont interest all groups, but most of my players are old hands, and fairly clever, so this keeps them busy and involved despite the ease with which they sometimes obliterate a group of trolls or a bandit gang.

You might try increasing the political side, and using the carrot of increased BP, gold, gifts for the ruler, etc to incentivize your party to participate. This side of the game is rather unique to Pathfinder, since most games don't let you start playing ruler so early in levels.

I agree that's why I love this path so much. -- A throwback to 2nd edition Birthright campaign.

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