GMing for players of the CRPG (extreme spoilers)


Kingmaker Second Edition


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I have a problem that might resonate with a few people here: my players know the story. Between playing the game and hearing stories about this classic adventure, they know everything Nyrissa has in store for them. Of course, they're great players, and aren't going to metagame with that knowledge, but my favorite part of GMing is player theorycrafting and end-game payoff when they realize you had something planned the whole time. So, I'm going to homebrew a lot of changes, and I'm hoping the people here can help me!

The below is inspired by several dozen posts from the 1e Kingmaker forums and various blogs, some over a decade old, so many I can't credit all of them - but I'd like to shout out DaddyDM's post mortem, Erik Freund's Venture Capital, Dudemeister's Monster Kingdom, and Redcelt's Game of Thrones. There's one post I couldn't find that suggested the Golushkin dwarves were in on the Vanishing, but I can't find it. Additionally, a looot of this is inspired by the various tips and hints hidden around the Paizo books intended to inspire your own creation.

My intentions with this are:
1. Deprioritize Nyrissa and make her less of the sole catalyst. Rewrite Chapters 10 and 11.
2. Bring back Choral the Conquerer, and solve the Vanishing and Skywatch's closure.
3. Upgrade Vordakai and Irovetti to be more integral (Vordakai more entrenched, and Irovetti less tied to Nyrissa).
4. Play up the civil war in Brevoy, the Mivonese Aldori, and more of the River Kingdoms.
5. Involve Yog-Sothoth's cult more directly.
6. Because one PC is a Golushkin dwarf/Garess scion, I want to involve Toval and the missing Golushkin clan, potentially related to Hargulka's dwarven ruins.
7. Because one PC is a changeling who wants a Calling storyline, I want to involve the Knurly Witch.
8. Potentially remove the entirety of Chapter 5 due to player lines/veils about diseases.
9. Tie the companions' adventures more directly into the plot.

This is...a lot. Maybe (definitely) too much. But I'm gonna try?

1. Deprioritize Nyrissa
She's going to be less of a final villain and more of a mid-game villain. She lives in the Thousandvoices forest rather than Thousandbreaths. Rather than the plotline of the Apology, her heart (Briar) is merely being held by Irovetti, and immediately after the players retrieve it, they can return it to Nyrissa or attempt to slay her with it.

So what is Nyrissa now, what're her actions and whats her motivation? I...don't really know, to be honest. As mentioned in point 8, I'm removing the Bloom entirely (very cool but not a great fit for my players). She's influenced the Stag Lord and Hargulka, but I'm not sure to what end.

2. Choral the Conquerer
Rather than Thousandbreaths, I want the ultimate extraplanar threat to be the return of Choral. Based on several clues in the books, and fan theories in several threads, I'm ruling that the Choral is indeed himself a red dragon. His original disappearance a century ago was to create his own demiplane in the Lake of Mists and Veils (similar to Thousandbreaths). For whatever reason, the demiplane is crumbling now (as evidenced by the Rogarvian artifacts appearing in the Lake, as of Lost Omens Legends)

To try and keep his demiplane intact, he uses ancient cyclops magic which requires him to sacrifice suitably royal blood, which is infused with the divine energy of those who are ruled. Ruthlessly, he sacrifices his own bloodline, thus causing the Vanishing of House Rogarvia. But because the Rogarvians ruled through fear rather than by respect, the ancient ritual didn't hold together long. By the time the players' kingdom has become a nation itself, he needs another sacrifice, one of royal blood who's subjects love them (a sort of parasitical divine magic), and turns to the player kingdom to sacrifice (though whether or not the players are playing noble heroes or tyrants doesn't matter).

As for Skywatch's closure, I'll list my ideas more in point 6.

3. Vordakai and Irovetti
How do we make these guys more integral than single-chapter villains?

For Vordakai, I think he's been awake for longer than the start of the campaign, over a century. He's trapped by Choral's magic, kept bound to his lair and magically restricted until Choral needs him. The ancient cyclopian magic that Choral uses was taught by Vordakai under duress. By chapter 6 though, Vordakai has gained some more freedom, enough to take over Varnhold. It seems like Varnhold's Vanishing mimics the Rogarvian Vanishing, though the whole town is taken rather than just a bloodline - perhaps only the Varn bloodline was used in the magic, but the rest of the townsfolk are just phylactery fodder. We can use this as hints for Choral as the final boss.

As for Irovetti, I...don't know. He's already a menace. Maybe the Rushlight Treachery could happen much earlier, staking him as military events earlier on so the PCs can use their armies. I will need to read the chapter more closely. But I do want to keep him in hold of Briar, and use Chapter 8 as a climax for Nyrissa's story. Perhaps afterwards, even Nyrissa could become an ally.

---

I've got some more notes to get out my brain and onto paper, so I'll continue this another time. I'd extremely appreciate any notes, opinions, ideas, or links to threads for anything above! Thanks!


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IcedMik wrote:

1. Deprioritize Nyrissa

She's going to be less of a final villain and more of a mid-game villain. She lives in the Thousandvoices forest rather than Thousandbreaths. Rather than the plotline of the Apology, her heart (Briar) is merely being held by Irovetti, and immediately after the players retrieve it, they can return it to Nyrissa or attempt to slay her with it.

So what is Nyrissa now, what're her actions and whats her motivation? I...don't really know, to be honest. As mentioned in point 8, I'm removing the Bloom entirely (very cool but not a great fit for my players). She's influenced the Stag Lord and Hargulka, but I'm not sure to what end.

I'll have to do a lot of thinking on the other things, but my thought here for Nyrissa's motivations don't need to change that much. It's less about the Apology, and more about just wanting her heart (Briar) back. When the Eldest removed her heart, they set a curse on it so that if she tried to steal it or take it by force, it would immediately vanish and be hidden in a random spot. It can only be returned to her if someone gives it to her willingly. She initially thought she could use Irovetti to those ends, but he chose to keep it instead of returning it to her. So now, she's trying to influence Hargulka, the Stag Lord, and anyone else she can find into going to war with Irovetti in the hopes that they will claim Briar and give it to her. You could even make her an indirect ally of the PCs - she can't take direct action against Irovetti, but she can still find surreptitious ways to help them. That would allow you to work in a bit of the early CRPG stuff with Nyrissa, where she seems to be helping the PC.

Instead of the owlbear attack at the end of Book 2 being caused by Nyrissa, instead make the bandit an agent of Irovetti's. Irovetti figures that if the owlbear attack wipes out the PC's capital, their kingdom will collapse and they won't be a threat anymore.

Anyway, just some thoughts on how you can adjust Nyrissa's motivation and actions without having to do too much work - you're already rewriting Chapters 10 and 11, after all.


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Thank you so much phntm, I think that's a great idea putting Nyrissa in a bit of an ally side. My party has already met faeries that know of her, and the baron seems interested in asking her about marriage, and even mentioned to me after that he didn't mean for it to be a joke. I might actually work on a sort of using-romance-as-manipulation subplot.

---

4. Civil War

Since Chapter 5 as written is not great for my players, I'm going to use that time to play up the civil war in Brevoy. It's pretty interesting to me, and it'll give me a chance to keep some elements of war in my rewrite.

Essentially, I'm going to use the materials in Game of Thrones and Venture Capital (both linked above) to have the players meet and get opinions of the noble houses in early Chapter 4. Angered that the Swordlords are sending the PCs into the Stolen Lands and hoping to gain a flanking position over the Aldori, the noble houses try to overtake the PCs by sending war parties, spies, and other plots.

What are these plots? I...have no clue. Depending on how the PCs ally with the different personalities, I can see a number of different ideas.
* Enemy Surtovas send spies to try and hobble the kingdom, and assassins to take out key members, aided by Lodovka torturers. They then try and send their own invasion force, despite the concequences with the neighbouring Aldori or Orlovskys.
* Toval Golka of House Garess tries to befriend the party regardless of alliegences; they're using the party to capture Hargulka's dwarven stronghold, which holds secrets to the whole Choral thing. More about this in point 6.
* House Medvyed wants peace. Enemy Medvyed use their druidic magic to spy on the kingdom and...well, I'm not sure.
* Same with House Lebeda, not sure what they're really gunning for.
* Enemy Swordlords send another group to begin a kingdom of their own, this time loyal to the Swordlords and enemies of the PCs.

As for the actual meat of Chapter 5, I'm imagining murder mystery plots, armies entering ther Stolen Lands, mercenary attacks, the beginning of wars happening in Brevoy that require player intervention, as well as stuff in the next point.

5. Yog-Sothoth's Cult

Yog-Sothoth is an Outer God of gates, space, and time. The fact that Candlemere exists in the campaign makes me want to weave this in, despite being kinda outta nowhere?

My idea: Choral the Conquerer is a worshipper of Yog-Sothoth. Or at least, he is now, as he saw an aspect of Yog within the Skywatch observatory. Canonically, we don't know who built the massive observatory, nor do we know ultimately what happened to the nearby cyclops, but for my game those are linked. Choral got the ability to create his own demiplane on the Lake of Mists and Veils from that event.

I'm still piecing everything together in my mind, but in general I want Candlemere to be a more important location. The rites at the bottom are what the PCs use to challenge Choral's return.

In addition to the above in Chapter 5, I'm going to take some of the plot with the Cult of the Bloom and instead change it to the Yog-Sothoth's cult, doing something to try and find and take over Candlemere. Nobody knows that Candlemere is where Yog's cult is centralized, including any Pharasman allies the PCs might gain. The Black Tears additionally are linked to Yog's cult (replacing the Cult of Gyronna that the Black Tears bankroll in chapter 4)

6. Golka Clan
As listed in Game of Thrones (linked above), Toval Golka has a long term plan to take over the duchy. He's going to assassinate Duke Garess and frame House Lebeda, and attempt to ally with Swordlords left over in Lebeda territory.

In addition, I think the clan is planning more of a major thing. They're also seeking Hargulka's dwarven stronghold, believing it to hold some of the secrets to Choral's disappearance. It's possible they're going to be a big player in Choral's return - either as an ally or enemy of the players.

This is something else I haven't yet thought of entirely. I'll try and think more before next post.


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These are all fun plans. You might want to check out stuff by Redcelt and Dudemeister on the 1e forum, especially RedCelt's Game of Thrones in Brevoy.


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Many of those plot threads are very similar to ones I've decided to expand for my players. They aren't as intimately familiar with the video game but they are aware of enough of the story beats that I'm refocusing on character specific plotlines instead.

I'm focusing on the Candlemere / Yog-Sothoth plotline for two of my players. One of them is an Imperial Sorcerer and I decided his empire is the one that fell when the Yog-Sothoth cult took hold and corrupted the previous Pharasma worshiping kingdom. The other is the lone survivor of Skywatch which I've decided was subject to a similar time-warping effect to Candlemere. So I'm planning out a bunch of extra dungeons for them to explore to find out the background of this ancient kingdom and slowly piece together the connections between it's downfall and the Yog-sothoth cult.

I'm also considering playing up the Brevoy civil war. I haven't figured out how I want to do it yet, it partially depends on my players. I'm going to start dropping more and more clues that civil war is imminent. If they start following those plot threads I'll elaborate on it. Otherwise I'll just let them follow the original plotline.

Silver Crusade

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Pathfinder Adventure Path Subscriber

While Hargulka's Monster Kingdom is an awesome addition. For stories regarding Candlemere and Yog-Sothoth, I recommened checking out my Varnhold Vanishing additions and changes which a kind poster named plober has collected in PDF form www.drive.google.com/file/d/0B-cUeHm0w4XQQ2R2MnAzMFBua1k

I also created a short adventure set in the tower the Rook of Talon Peak is nesting on.

https://drive.google.com/file/d/0B2B7ANF4947_VldhTGp1ZGprOHM/view?usp=shari ng&resourcekey=0-HNACGTmIQFLwiO7x92yVDw

Hopefully you can take some inspiration from there.


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Dudemeister, these are amazing! Thank you so much for bringing these to my attention, I must have completely missed them while browsing the original forums.

Silver Crusade

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Pathfinder Adventure Path Subscriber
DM_aka_Dudemeister wrote:

While Hargulka's Monster Kingdom is an awesome addition. For stories regarding Candlemere and Yog-Sothoth, I recommened checking out my Varnhold Vanishing additions and changes which a kind poster named plober has collected in PDF form Varnhold Vanishing Additions and Changes

I also created a short adventure set in the tower the Rook of Talon Peak is nesting on.

The Darkness Betwixt Stars

Hopefully you can take some inspiration from there.

Fixed the links.


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Good to has both links, DM_aka_Dudemeister, for both the Varnhold Vanishing additions/changes pdf that you did- which got later 'pdfed' by plober- and the Rook of Talon Peak short adventure out there... both of them available for PF1e. :)

PS. the Rook of Talon Peak did have an issue of needing to sign in to download but the printing option worked just fine. ;)


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Pathfinder Adventure Path, Rulebook Subscriber

When I click on these links it just takes me to a Paizo shopping page that says my shopping cart is empty. Can someone help? Thanks


Pork Chop wrote:
When I click on these links it just takes me to a Paizo shopping page that says my shopping cart is empty. Can someone help? Thanks

I tried to fix them, but they keep not linking correctly. There must be a code issue from earlier in the thread. Even Dudemeister's 2nd post where he said he fixed the links has at least one bad link.

These forums are so old, y'all.

To reach the documents, copy and paste the links in Dudemeister's first post in this thread into a new browser window.


Pathfinder Adventure Path, Rulebook Subscriber
Andostre wrote:
Pork Chop wrote:
When I click on these links it just takes me to a Paizo shopping page that says my shopping cart is empty. Can someone help? Thanks

I tried to fix them, but they keep not linking correctly. There must be a code issue from earlier in the thread. Even Dudemeister's 2nd post where he said he fixed the links has at least one bad link.

These forums are so old, y'all.

To reach the documents, copy and paste the links in Dudemeister's first post in this thread into a new browser window.

Copy and paste worked, than you.

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