“Rivers Run Red” is a Pathfinder Adventure Path scenario designed for four 4th- level characters. By the end of this adventure, characters should reach 7th level. DownloadPathfinder kingmaker rivers run red pdf. 14 03 07 0 d- C. Program Files Common Files muvee Technologies 18 28 -a-. Kingmaker: Rivers Run Red (Chapter 2) for 6 People. Adapted by Alexander Kilcoyne. Introduction. Encounter balance is not an exact science, but I have.
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I know Kingmaker has a reputation for being easy, but in our last few fights, Is that OK for the end of Rivers Run Red, or have we outpaced the. Pathfinder Adventure Path # Rivers Run Red (Kingmaker 2 of 6) (PFRPG) Path and Chronicle sheet are available as a free download ( kb zip/PDF). I'd have my PDF copy right now, had the credit card I use not been compromised by identity theft. Thankfully, we caught it in time, so we won't.
My fix was to get rid of that first year of ruling without adventuring, and to have the troll sightings occur every 2d6 months for the first year, and then every 2d4 months in the second year, and then every 2d3 months, and so on.
And the troll sightings would be something that could happen in addition to a normal kingdom event, instead of replacing it.
But I would still have the 3 bigger events werewolf, Grigori, coven occur in kingdom year 2. And indeed, I had to scramble a bit to keep the players from wrapping up the trolls before we even got to the 3 big events.
Also, by the time they got to the three pre-planned kingdom events, they had gained several levels, and I had to increase the challenge of those encounters.
I think I would have the troll sightings event initially take place on turn 12 or 13 — basically it would prove as an impetus for the PCs to go out adventuring again, along with all of the other threats Howl, etc. Perhaps I would get rid of the random element, though. The 2nd occurrence could be 4 months after the first, the 3rd at three months after that, the 4th time at two months later, and so on, until it was happening every month or until Hargulka was dead.
I moved away from his version moreso than I did with Stolen Land, mostly to add some spell support to encounter areas that needed it.
Pathfinder Adventure Path: Kingmaker: Rivers Run Red Part 2
Namely, the lizardfolk and the trolls. To the lizardfolk I added a druid. I gave a hag coven to the trolls. The lizardfolk druid turned what probably would have been a lizardfolk slaughter into a stalemate, and I managed to capture two PCs as well.
The other big change was the owlbear. I wanted to do something more interesting with it than just have a huge bag of hit points and weak attacks. Instead of adding another HD onto it as the 6-player conversion suggests, I gave it the Fey Creature template, minus the wings. Originally, Bokken had toyed with the idea of tracking his bully of a brother down and getting revenge, but the wildlife in the Greenbelt was too frightening and dangerous, so instead he settled down not far from the edge of Rostland to live the rest of his life in nature.
The fey have a strong presence in the Stolen Lands, although in the northern reaches of the Greenbelt, where the land is regularly traveled by human bandits, trappers, hunters, and explorers, they are less common.
Yet one creature in particular, a grig named Tyg-TitterTut, has always lived in the northern Narlmarches, sharing her tree with her close friend, the faerie dragon Perlivash. Once in a great while, their pranks turn deadly see area E , but never without proper cause.
Creatures: Tyg-Titter-Tut and Perlivash are hard at work playing tag high in the leafy canopy when they first notice the PCs. You can have them encounter the PCs at any point in the northern Narlmarches, but you should strive to have them run into the PCs before their nests or the bandit camp at area K is encountered. At first, the two take the PCs for bandits. Being cautious, they spy upon the PCs for a bit, following them about and keeping close inspection upon their mannerisms and belongings.
They take care never to approach closer than 30 feet off the ground and follow the PCs as stealthily as they can. While doing so, Tyg-Titter-Tut playfully challenges Perlivash to a small wager to see which of them can pull the most jokes upon these bigginses without getting caught. Dead Trapper Standard Breeg Orlivanch, the disreputable trapper responsible for the traps in area C to the northeast, has set his final trap. In an attempt to rig a deadfall along the south bank of the Thorn River here, he overstepped his skill and was pinned to the ground by several large logs when his half-completed trap collapsed on him.
Tyg-Titter-Tut 17 Part 1 of 6 For the next few days, these two trail the PCs and take turns playing their pranks at a rate of once per creature per day for a total of two pranks per day. The longer the game continues, the more outlandish the pranks become as each one attempts to outdo the other. However, these goodly creatures also keep watch over the PCs, even as they sport with them.
As the pranks continue, a DC 15 Knowledge nature check is enough to confirm that the pranks are likely caused by mischievous fey creatures.
Gifts of shiny bits of jewelry, alcohol, sugary food, and potions are particularly useful, although items that incorporate cold iron are generally hated. Once all of the PCs in a group successfully give gifts, the grig and the faerie dragon reveal themselves to thank the PCs. If the PCs manage to contact the two before befriending them with gifts, they must make a normal DC 23 Diplomacy check to befriend the pair.
If the two are befriended, they immediately cease their pranks and thank the PCs for being such fine sports.
Perlivash is a small, butterfly-winged dragon with shining eyes and a quick wit. He is quite fond of doing loops in the air while flying, sipping wine and mead but not beer! Tyg-Titter-Tut is an excitable grig, a cat-sized fey with the upper body of a waifish humanoid and the lower body of a cricket.
She enjoys music and can sit for hours listening even to poor performances, and always has something nice to say about the music when it ends. During Combat The faerie dragon prefers to defeat foes by using his spell-like abilities and breath weapon to confuse and disorient creatures, hopefully causing them to flee the area 18 Stolen Land G.
He only resorts to his bite when he fears that letting a foe live would lead to a greater evil. Morale Perlivash flees if brought below 10 hit points, unless a friend is in peril, in which case he only flees if he can bring his friend with him—otherwise, he fights to the death.
A large patch of delicious moon radishes grows in an arrowhead-shaped clearing here. Creatures: The radishes are a particular delicacy among the kobolds of the region, and the first time the PCs come upon this area, they find four moaning kobolds lying on their backs in the center of the patch, bellies full of the spicy roots and three overfilled baskets of the same lying nearby. Normally cowardly, the four kobolds fight to the death to defend what they think of as their radish patch.
Affected creatures are staggered, sickened, and immune to fear effects for the duration of the euphoria.
A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based. This particular species of spider lacks offensive web-spinning ability or the bonus on Acrobatics checks most hunting spiders have, but it does have Spring Attack as a bonus feat, allowing it to lunge out of its trap to bite a creature and then retreat to the safety of its lair. As long as it is within the trap itself with the door ajar, the spider has cover.
The thick webbing along the walls makes it relatively easy to clamber up and down the shaft DC 10 Climb check.
He also wears about his neck a silver Stag Lord amulet worth 20 gp. Morale Tyg-Titter-Tut flees if she takes any damage at all. This is a crude treasure map that should give a clue to the PCs about the treasure hidden beneath the old tree at area M. Frog Pond CR 3; Standard Two hot springs bubble at the source of the Skunk River, filling the surrounding area with the distinctive odor of rotten eggs.
Despite the smell, the hot springs are really rather pleasant to relax in. Temple of the Elk CR 3; Hidden The thick tangle of brambles gives way into a large clearing in the woods, its border partially defined by ruined stone pillars.
The western face of the clearing is dominated by a looming, upthrust ridge of rock, nearly feet across and rising to a moss-topped height of feet at the center. The side of this towering boulder facing the clearing has 20 been carved in the likeness of an immense elk, its antlers drooping down from its weathered face to frame a footwide cave entrance.
A flight of stone steps leads up to this cave entrance from the forest clearing—both the steps and elk face feel quite old and are thickly encrusted with layers of moss.
A foot-long oval pool sits in the middle of the clearing, its waters thick with algae. Like many ancient things, the Temple of the Elk lies forgotten in the forest depths. Travelers can easily bypass the overgrown temple, which is surrounded by numerous thorny plants. A DC 15 Perception check made while exploring the hex reveals the location—alternatively, either the faerie dragon or the grig at area F can tell the PCs how to reach this site.
The mad priest became a large grizzly bear to replace the one whose life he had sacrificed, and Erastil granted him immortality in his new form but not enough intellect to make much of it, forcing him to remain at the site as a guardian until someone worthy of Erastil could come to lift the curse.
The water in the pool is foul and stagnant. A DC 10 Knowledge religion check establishes the entire site as a shrine dedicated to Erastil, although also one that has long since fallen into disuse.
Creature: The ancient cursed priest of Erastil lives on still, bound forever in the body of a grizzly bear. Eager to destroy the source of this torment, he rumbles out of the cave to issue a bellowing roar. The bear is effectively permanently sickened, suffering a —2 penalty on all attack and damage rolls, saving throws, and skill checks—these penalties are doubled against worshipers of Erastil.
Finally, the bear has fewer hit points than a typical grizzly.
If the Guardian is slain, it makes an almost human-sounding sigh of relief, then collapses in on itself, transforming first into an incredibly old human man with a look of peace in his eyes, and then a moment later crumbling into a skeleton and thence to dust. At this moment, the entire shrine seems to grow more vibrant and colorful. The water in the pool becomes crystal clear, and for 24 hours the waters grant the effects of a cure light wounds spell CL 5th to anyone who drinks directly from the pool.
Gold Mine Hidden A particularly rocky crag rises from the hills here. The cave wall directly across from the entrance sparkles slightly—a DC 20 Appraise or Knowledge dungeoneering check is enough to recognize this as a vein of gold.
Kingmaker 2 - Rivers Run Red.pdf
Indeed, this cave can be transformed into a healthy gold mine with the proper time and equipment—this procedure is detailed in Pathfinder Adventure Path volume Forgotten Cache Hidden An old lightning-struck oak tree stands atop a low hill at this spot—the only tree in a 2-mile radius, in fact. Approached from the north, the tree looks eerily like a claw reaching for the clouds.Home Contact us Help Free delivery worldwide.
Perhaps I would get rid of the random element, though. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. They take care never to approach closer than 30 feet off the ground and follow the PCs as stealthily as they can. Your group needs to come to consensus on these.
Including the remaining months of that first adventuring-free year of the kingdom. Tuskgutter returns in 1d6 hours. Graphics card recommended DirectX: Sign in to see reasons why you may or may not like this based on your games, friends, and curators you follow.
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