Want to integrate another AP with Kingmaker to run for my group


Kingmaker


I would like to get the pathfinder community's opinion on running another AP within the Kingmaker AP to create an epic campaign.

To start, I am an experienced DM with a full 12 years of dungeon mastering for my group. I say DM as all of this experience is with the D&D system, primarily 3.5 edition. I tend to create my own campaigns and on several occasions have brought the group from L1 to L18-19 in my homemade campaigns.

Problem is I don't have as much time anymore to create custom made campaigns, characters, adventures, and everything else needed to bring together a campaign. I've run a few WOTC published adventures and they are generally crap and I don't like the illogical way they lay out their modules.

I've read up on the Kingmaker AP and really liked the open ended concept. I even used the Ultimate Campaign kingdom building rules in a recent custom campaign of mine. I've read through Rise of the Runelords and again it seems great and very well organized.

All this is to say, I'm going to move to the Pathfinder system.

I would like to run Kingmaker plus incorporate a second and maybe a third AP into the whole thing. I'll probably slow down XP progression in order to minimize changes to encounters and other content. Is it possible to add AP's to Kingmaker to make a more epic campaign? If so, which AP's would most easily adapted to Kingmaker setting?

Thank you all in advance for your help.

Mythos


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Consider Skull and Shackles.

Each Hex in Kingmaker is essentially a self-contained story or event, and travel is mostly a narrative device. There's no reason that I can think of that the forest hexes in the Stolen Lands map couldn't be an island chain in the Shackles instead.

Just take a map of the Shackles, write the numbers of the Kingmaker hexes on the unnamed islands (the larger islands might have more than one hex).

If the islands were close enough together, there could be a lot of Polynesian-inspired stuff, like much smaller ships for travel between close islands where the water is calmer, and larger ships that can't enter the inner-islands. This turns the PC's ship into a mobile base of operations rather than a raiding vessel.

Then use the Slow XP progression track and run Kingmaker and Skull and Shackles together.

Spoilers for both APs:

Oleg's could be a Tortuga-style port city. It could even be combined with Rickety's Squibs. The werewolf subplot in Kingmaker could be were-sharks instead. The evil fey creatures could be cannibal pygmies in tiki masks instead. The Stag Lord and his cronies could be an organized group of pirates with multiple ships and their own flag that raid the local villages.

Skull and Shackles is already about becoming Pirate Kings. Why not make it literal?


Kingmaker is very easy to add stuff to. After the second book the hexploration can get pretty tedious so it works well to bring in additional content in place of the standard encounters. Thinking about it, you could actually meld Runelords with KM pretty easily. Karzoug and Nyrissa are pretty interchangeable.

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If you plan well in advance I found the stuff from Tales of the Old Margreve (Kobold Press) blended well. I also added a bunch from the first three books of Reign of Winter without issue.

I emphasized Fairies and Witchscraft more I also borrow from DM_Dudemeister and Redcelt on these boards.


MythosTheGood wrote:

I would like to get the pathfinder community's opinion on running another AP within the Kingmaker AP to create an epic campaign.

...
Problem is I don't have as much time anymore to create custom made campaigns, characters, adventures, and everything else needed to bring together a campaign.
...

It depends on how much Golarion geography RAW you want to keep and how much time you want to invest in the conversion. Most of the other AP take place far, far away or will take at least some effort to move to Kingmaker or will have the leaders of the Kingmaker nation running off to foreign lands on a regular basis. Iron Gods is the closest geographically. Carrion Crown and Wrath of the Righteous seem to be the next closest.

As to adaptability, I am assuming you would want to run Kingmaker mostly as is, so the extra AP's need to be adapted to it. Shattered Star is mostly just a bunch of dungeon crawls, I bet it would fit in easily.


I'm planning on adding some aspects of Second Darkness for when I run it.

SD:
I don't remember all of the top of my head, but I plan on putting the last section of book one in after maybe a year of Kingdom building, Then for book 2 I'll have the meteoroid drop onto Candlemear Island instead. Clegg Zincher will be from probably Pitax setting up an early rivalry with that nation.

I am reflavoring all of the drow to be generic "fey" creatures. So far I only have this planned, but I will probably at least fit in book three and have the "Second Darkness" be part of the BBEGs plan to knock the Stolen Lands into the fey realms.

My details are a bit sketchy right now because I am slowly doing things in between two other campaigns I am currently running.

Re: DH That sounds cool.

DH b/c off topic:
especially because when I do KM, I'm making it s Fantasy / Wild West with trains. Now after reading your post I want to add pirates too. I am already turning Candlemere lake into the ocean or at least a very large sea and thought of including seafaring in the campaign,


We are currently in the first book still, but I have been adding elements from an old 1st Ed module (UK2 The Sentinel) to help round the game out and spice it up a bit. In this case it didn't add any extra themes, but added more bandits and built up a bit more of a bandit holding in the northern Greenbelt. I think I may well us another 1st ed module (C2 - The Ghost Tower of Inverness) at ....

The Location:
Candlemere Tower
.

For me, it is extra elements that complement the thread/storyline that is already there - rather than an an extra AP which would overlay a whole new set of story-lines over the top of the existing ones.


Hi.
I have plans for my campaign to integrate a part of Mummys Mask, namely theParched Dunes. Here we have a complete hex map even with some interesting Locations.

They will find an old forgotten elfgate, which leads right into the Parched Dunes.

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