16

Your player is going to come across three major issues: They won't have the same amount of resources as a full party (fewer total spell slots, etc). They won't have the same kinds of resources as a full party (fewer skill points to spend or fewer kinds of spells (only druid, or only wizard, etc)). They'll have trouble since they might have all the druid ...


14

I ran this a couple of years ago. Here are some of the problems we encountered. Don't spread out too far as the DCs go up by 1 for every hex you claim. Build up your city with lots of buildings first. ((TIP: Buildings that generate items are the best way to make BP)) Don't withdraw money from the kingdom to spend on equipment. Seriously, it will unbalance ...


14

It depends While a single player controlling (and creating) every PC has an advantage in coherence and synergy (if they're going for optimization), keep in mind that they will be the only player at the table, too. This means there is only one brain to think of everything, from tactics to remembering details of the story. If you still want medium to heavy ...


11

The polymorphed otyugh gives the party a chance to fight a less lethal ogre Encounter M4 of Life's Bazaar (the first adventure in the Shackled City adventure path) has this to say about Xukasus the polymorphed otyugh: Xukasus retains his otyugh statistics (including ability scores), his darkvision, and his scent special quality, but loses his improved grab, ...


8

OK, first things first... throw out the Kingmaker rules. No seriously, look at the "Ultimate Campaign" books for something a little more sane. The rules in the original book are garbage and simply don't work. The Magic resources are dramatically over-powered the Forest hexes carry negative value even though the DM's guide identify the wood as being very ...


8

Ultimately, this is no different from a group of people who have the same level of system mastery and good (OK, great) communication skills, but something like a quarter of the time to spend working on and getting to know each character. From a balance perspective, it doesn’t really change anything; any group could (conceivably) have walked in with the same ...


7

It is very combat heavy compared to the other APs I have run from Paizo. They get very deadly very fast. There have been a lot of character deaths in my games (running 3 different groups right now), even with Gestalt characters. There is little in the way of exploration outdoors, though there are several traditional dungeon crawls to explore. That said, ...


7

That's up to you, but there is a reward already Kingmaker is a very sandboxy campaign, and if you actually sum up all the treasure, the party will likely be over their Wealth by Level. Especially if you add some random encounters during their exploration. The reward quest for that is explained on page 34: Keep in mind that the quest given by the swordlords ...


7

Not quite. There have been capsule adventures — like Diablerie: Britain and Diablerie: Mexico. There have been linked adventures, like Chaos Factor and Loom of Fate. And one can't forget the Giovanni Chronicles series, which is most like an Adventure Path in that it takes player characters from "neonate" to "elder" levels as they progress in time. However, ...


6

There is no "generic" answer, like everything else about D&D it varies by game world. In Paizo's Golarion campaign setting, then your key references are the Second Darkness Adventure Path and the Into the Darklands campaign setting book. Generally they keep as slaves "whoever they can get their hands on that is useful and tractable." This includes ...


6

Ask your players If the players still want to play this campaign (as in "the path intended by the creators of the campaign"), either: have the tribal native Ranger change his mind; (you should work with its player on what would satisfies him) have the tribal native Ranger becoming an NPC and have its player roll a new character, more inclined to help the ...


6

There's nothing inherently wrong with just building one large settlement. I think you are correct that there are no real mechanical benefits from creating multiple settlements. There are a few in-game reasons, at least in the Kingmaker campaign. Travel time to safety. When adventuring, the party might need to return to a settlement to rest in relative ...


6

Under the Ultimate Campaign rules for creating and running a Kingdom... First off, I just want to point out that the rules from Kingmaker (as originally printed in 2010), differ significantly from the rules in Ultimate Campaign (as printed in 2013). The Kingmaker version of the rules was filled with holes, it felt like no one had actually tried to use them....


5

The English translation is probably the High Sentinels: For many years, an organization of Taldan rangers called the High Sentinels [have been] charged with guarding the forest against Qadiran aggression, lest Taldor's ancient enemy use the wood to hide another invasion force. (Snows of Summer 16) Little additional information outside the adventure ...


5

The biggest change is that it got converted to Pathfinder! It was D&D 3.5 in its initial incarnation. Also, since it got combined from 6 softcovers into one hardcover, they had to cut space. Most of the articles that were in the original AP chapters were removed, especially the fiction and gods articles, it focuses just on the in-play stuff. They ...


5

The most important things to keep in mind are the Cagewrights, the Shackleborn, and Vhalantru the beholder To briefly (spoiler-ly) summarize of the plot of Shackled City: The Cagewrights are a group of 13 bad guys who have learned how to make an artifact to connect the city of Cauldron and the plane of Carceri, with the hopes of using it to free the demon ...


4

No scale is presented in The Armageddon Echo itself (print or PDF), but on the forums someone projected up from the Library of Dust size and figured the whole thing's a 2000 ft across town, and James Jacobs replied to confirm it was indeed small (though he didn't cite a scale). See Is it just me, or is Celwynvian really small? on the Paizo forums.


4

Don't sweat the details. Don't try to exactly convert everything one-for-one. There's really no point. Figure out how fast progression should be. One of the reasonably nice things about the adventure paths is they're designed for a steady and even level progression, and 4e excels at that. In each section see what the expected level entry points and exit ...


4

According to Strategemini's review on the Anniversary Edition page, emphasis and formatting mine: What has been removed? Articles. There are no more Pathfinder Journals. Many of the articles that were in the adventure path were also removed. All articles on Gods (Desna and Lamashtu) have been removed. The history of Karzoug was removed. The culture of the ...


4

While the other answers are good, always remeber that these books are made so that the adventure looks awesome to you, the Dungeon Master and probably the one who's gonna buy the books. A lot of things in these books will never happen or be useful, but if they manage to make you go all oooooooh over them, they've done their work.


3

There are two possible explanations for this behavior: It's a case of my guy syndrome where the player does what their character would do even though it stands in the way of a good story. See the linked questions for suggestions how to handle this. The player wants to give you a subtle in-character hint that this is not the kind of campaign they are looking ...


3

Consider taking a look at the Black Streams Solo Heroes rules (free) and/or the Scarlet Heroes ruleset (not free), by Kevin Crawford. They adapt D&D to work with a single character, and are designed to handle all the necessary adjustments at a system level, so you don't have to worry about manually adapting each module you encounter. Black Streams is an ...


3

The Second Darkness Player's Guide is the first place they introduce the codified system of traits which has grown to become a common part of Pathfinder and all the APs. In the player's guide, it does indeed say you "have to" take a campaign trait. One of your Traits must be a Campaign trait chosen from the list starting on page 14—this trait ties ...


3

Last I checked the campaign traits were not 'required'. The way we play with our current pathfinder group, one of your starting traits must be a campaign trait. After this point if your character dies and you bring in a new one, you select your own two traits normally. it’s a way to quantify (and encourage) building a character background that fits into ...


2

Short answer: Take a look at the Witchwar Legacy. If you don't like it, you're out of luck. Long answer: So, one if the bigger issues you're going to be facing after completing the Witch Queen's Revenge is that your party is going to be really close to 17th level, if not going on 18th. At 17th level you are going to be running some very high level play, ...


2

Pathfinder APs Are pretty similar, in structural terms. Rise of the Runelords is a fairly standard example - while you can spin it out, add some investigation, conversation, etc, it pretty much segues from fight scene to fight scene without any real thinking required on the part of the PCs. You will fight a lot of things, essentially. I only got through ...


2

I've seen a lot of good suggestions that I've used in solo adventures in the past already mentioned. Letting them make a Gestalt character quickly and easily lets them create a stronger character with more skills and abilities, but still leaves them with some exploitable weaknesses. One of the simplest changes may be editing many of the monsters out of the ...


2

Shackled City and Leveling My copy of shackled city is in storage, but that really isn't important for my opinion on this topic - that the dramatically appropriate points to level up will depend on player actions. Unless you are staying very firmly 'on rails' (and your GM's attitude towards the xp system indicates a style of play that is the opposite of ...


2

Well, I had a very long night and managed to knock out the whole character sheet with help of an IRC channel and getting a bit obsessive over the items. The end stats were: STR 6 DEX 14 CON 6 INT 12 WIS 7 CHA 18 HP 4, AC 14, Init 2, FORT 4, REF 2, WILL 0 She's got a fancy pink scythe for coup de gracing since she focuses more on spells for damage - ...


2

50,000 gp is a considerable amount of money, but not enough to buy a title of nobility. You can buy lands or a huge manor, but there are few official rules to pull this out. Even James Jacobs (Paizo's Creative Director) could not give a direct answer about the cost of a farm (land and everything). So I would suggest you start looking at the (optional) rules ...


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