Pathfinder 2E Kingmaker Preorders Open

Including the Pathfinder 2E version of the classic adventure path, along with bestiaries which enable you to use the AP with both Pathfinder 1E and with D&D 5E, Paizo has opened pre-orders for a revised version of its most popuar campaign. In addition, you can pick up kindom management tools map packs, and pawns, with 13 products in total available.

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September 22, 2022 (REDMOND, Wash.) – Paizo Inc., publisher of the Pathfinder and Starfinder Roleplaying games, has opened preorders for the massive Pathfinder Kingmaker Adventure Path suite of products at PathfinderKingmaker.com. The set presents a full-length campaign that chronicles the rise of a new nation—a kingdom built and ruled by the player characters—and contains 13 products with over 1000 pages of expanded and updated tabletop roleplay game adventure material based on the Pathfinder First Edition Kingmaker Adventure Path and the Owlcat computer game adaptation. It will be available to purchase on October 26 at game and bookstores worldwide and at paizo.com.

Over a decade ago, the Pathfinder Kingmaker Adventure Path helped lead the way with an open-ended "sandbox" style adventure that encouraged exploration and conquest in a rugged wilderness. Its open-world narrative and kingdom-building elements gave players and Game Masters unparalleled freedom to explore and shape the world with their heroic actions. It became one of the best-selling and most beloved campaigns in Pathfinder's history.

In past years, Paizo published hardcover collections of the popular Rise of the Runelords and Curse of the Crimson Throne campaigns, returning beloved out-of-print favorites updated with new bridging material, new illustrations and maps, errata, and numerous additional improvements. This release brings Kingmaker into the same fold, bigger and better than ever before.

The expansion includes content from Owlcat Games’ best-selling computer game adaptation of the Kingmaker campaign added new adventures, new mysteries, and more than a dozen new companions to accompany the players as they expand their holdings from a single fortress to a burgeoning empire.

This multi-product release includes Pathfinder Kingmaker Adventure Path, a massive new deluxe limited-edition hardcover compilation updated to the latest Pathfinder rules. The Kingmaker Companion Guide presents seven fully detailed companions inspired by the Kingmaker video game, ready to provide all sorts of assistance, each accompanied by a fully detailed personalized adventure to go along with their story. The Kingmaker Bestiary 1st Edition and Kingmaker Bestiary 5th Edition help those who prefer to convert the adventure to their games. The suite includes many additional accessories to enhance play!

Players can find detailed descriptions on each product on the site:
  • Pathfinder Kingmaker Adventure Path (P2)
  • Pathfinder Kingmaker Adventure Path Special Edition (P2)
  • Pathfinder Kingmaker Bestiary (First Edition) (P1)
  • Pathfinder Kingmaker Bestiary (Fifth Edition) (5E)
  • Pathfinder Kingmaker Companion Guide (P2)
  • Pathfinder Kingmaker Companion Guide Special Edition (P2)
  • Pathfinder Kingmaker Kingdom Management Screen (P2)
  • Pathfinder Kingmaker Kingdom Management Tracker (P2)
  • Pathfinder Kingmaker Poster Map Folio
  • Pathfinder Kingmaker Pawn Box
  • Pathfinder Flip-Mat: Kingmaker Adventure Path Campsite Multi-Pack
  • Pathfinder Flip-Mat: Kingmaker Adventure Path Noble Manor Multi-Pack
  • Pathfinder Flip-Mat: Kingmaker Adventure Path River Kingdoms Ruins Multi-Pack
Soon, you can face off against bands of bloodthirsty bandits, deadly and dangerous monsters, and mysterious menaces from other realities as you fight to claim the Stolen Lands as your own. Will you rule with justice and mercy, or will you become the very monsters you fought to oppose? In the Kingmaker Adventure Path, the destiny of the world’s newest nation is yours to decide!

Preorder today at PathfinderKingmaker.com.
 

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Russ Morrissey

Russ Morrissey


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TheSword

Legend
I have everything in pdf and almost all of the print components.

The anniversary edition has the additional NPCs, locations, and storylines from Owlcat. I looked for a number of items from the video game, and everyone I looked for was there. It even goes further developing some of these events with impacts on kingdoms, armies, and politics. The whole product was improved at each step moving from 1e to the video game to 2e, resulting in the anniversary edition is far superior to the original with a cleaner story and a new take on subsystems that looks promising on paper.

Note: The number of encounters at locations are greatly reduced compared to the video game.
Good that the locations have less monsters, you’re right it wouldn’t be sustainable to play at that volume.

Amazing that they have so much of the Owlcat content in there. I was worried they would just pay lip services with a couple of locations.

I’m definitely going to run this after I finish Age of Worms. I just have to work out how to get around the 5 minute adventuring day problem of hexploration.
 

payn

Legend
Good that the locations have less monsters, you’re right it wouldn’t be sustainable to play at that volume.

Amazing that they have so much of the Owlcat content in there. I was worried they would just pay lip services with a couple of locations.

I’m definitely going to run this after I finish Age of Worms. I just have to work out how to get around the 5 minute adventuring day problem of hexploration.
In PF2, you can either chain a few moderate combats, or run a few severe/extreme. PF2 is a veiled encounters system so 5MWD isn't really an issue. 5E on the other hand, might be a bit tricky with its reliance on multiple encounters per day approach.
 

Thrawn007

Reformed grognard
Good that the locations have less monsters, you’re right it wouldn’t be sustainable to play at that volume.

Amazing that they have so much of the Owlcat content in there. I was worried they would just pay lip services with a couple of locations.

I’m definitely going to run this after I finish Age of Worms. I just have to work out how to get around the 5 minute adventuring day problem of hexploration.
I don't know if it will be as hard as you fear. Many areas are very story dense. The zones have a lot of story locations with their own plots. Some areas have one story or set of encounters per hex, and each zone has it's own random encounter chart on top of that. As a result, many of those 5 minute random encounters will be replaced with more complex interactions.

For example, one earlier zone has 9 hexes, 7 random encounters (plus an entry to roll on another zone's table), one associated with a wanted poster side quest. All 9 hexes have unique encounters locations which include simple fights, a treasure hunt, a new thematic NPC that can play a bigger role, a multipart encounter that may be diplomatic or combat, and a dungeon location.
 

TheSword

Legend
In PF2, you can either chain a few moderate combats, or run a few severe/extreme. PF2 is a veiled encounters system so 5MWD isn't really an issue. 5E on the other hand, might be a bit tricky with its reliance on multiple encounters per day approach.
I’m definitely playing in 5e. I don’t have the bandwidth to learn a new version of Pathfinder.

I’m hopeful of the amount of story and roleplaying in this version as @Thrawn007 says. I think the nature of hexploration means that there will always be more rests but I’m hopeful that the more expanded areas will provide a balance with the lone wilderness encounters.
 

TheSword

Legend
One thing I’m considering is the AIME rules approach, which only allows the benefits of a long rest if it’s taken in a safe settlement or place of genuine rest. The principle being you can’t have a good nights sleep in a bandit/monster hunted settlement.

I would allow the players to set up permanent camps and shelters in areas that they could set up and post guards to give them places to rest. Plus good reasons to set up new full settlements in the areas they explore.
 

SteveC

Doing the best imitation of myself
One thing I’m considering is the AIME rules approach, which only allows the benefits of a long rest if it’s taken in a safe settlement or place of genuine rest. The principle being you can’t have a good nights sleep in a bandit/monster hunted settlement.
For this I would take the computer game as a lead: if you want to rest and regain spells/resources you need to camp and need food. Food is a heavy resource (even with bags of holding) so you don't just camp every five minutes or so.
Additionally, there are many events on timers so wasting time means you may not be ready for some encounters later on.
I don't know if the camping rules are in the 5E version, but I suspect there will be a way to get them. The computer game had many more encounters than what is reasonable for a traditional game, and even then it wasn't a case where you'd want to regain resources too often.
 

Thrawn007

Reformed grognard
One thing I’m considering is the AIME rules approach, which only allows the benefits of a long rest if it’s taken in a safe settlement or place of genuine rest. The principle being you can’t have a good nights sleep in a bandit/monster hunted settlement.

I would allow the players to set up permanent camps and shelters in areas that they could set up and post guards to give them places to rest. Plus good reasons to set up new full settlements in the areas they explore.
The companion guide includes an adaptation of the camping rules from Owlcat for use inTTRPGs
 

TheSword

Legend
Interesting that for the first time, to play as I would want to I would have to buy content for this AP 5 (technically 6 times!)

  • The original AP
  • The Owlcat computer game
  • The anniversary edition pdf
  • The anniversary edition hardback (they don’t come together)
  • The VTT version for tokens and maps
  • The 5e conversion.

That’s a lot of times I’ve bought details of Haps Bydon! Never seen anything quite like it.
 

Thrawn007

Reformed grognard
Interesting that for the first time, to play as I would want to I would have to buy content for this AP 5 (technically 6 times!)

  • The original AP
  • The Owlcat computer game
  • The anniversary edition pdf
  • The anniversary edition hardback (they don’t come together)
  • The VTT version for tokens and maps
  • The 5e conversion.

That’s a lot of times I’ve bought details of Haps Bydon! Never seen anything quite like it.
Still waiting on the foundry release for vtt, but I bought the rest of that. (Not going to use the 5e bestiary, but I have a pdf copy.)
 

TheSword

Legend
Still waiting on the foundry release for vtt, but I bought the rest of that. (Not going to use the 5e bestiary, but I have a pdf copy.)
I saw on the Paizo forums they’re looking at March/April next year.

I don’t used Foundry but I often by foundry modules for the tokens and high res maps with room numbers filed off etc. Saves a lot of time.
 

Thrawn007

Reformed grognard
I saw on the Paizo forums they’re looking at March/April next year.

I don’t used Foundry but I often by foundry modules for the tokens and high res maps with room numbers filed off etc. Saves a lot of time.
My goal is to learn foundry by then via playing and gming some pf2. Then launch into kingmaker next summer. Gives me plenty of time to spice up the hexploration even more than this edition did.
 

TheSword

Legend
So PDF’s are up for sale a day early.

$50 for the main AP
$30 for the 5e bestiary
$30 for the companion guide
$50 for the roll20 5e module for creature tokens and profiles.

So $160 for to run this in 5e online. More if the maps aren’t very good quality in the pdf and I need the full roll20 module. The flip mats sets are really pretty too at $30
For the full sets.
 
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I have everything in pdf and almost all of the print components.

Note: The number of encounters at locations are greatly reduced compared to the video game.

Does it look like the PF2e encounters are paced better than early APs and lessons learned have been incorporated? One of the lessons learned I think in PF2 is that low / moderate should be fairly common. Also to not use solo creatures level +2/3 at lower levels (say 1-6) -- stick to say Level +1 until say level 7. Not only are these enounters too hard at times (TPK), but they also screw with magic -- lower level spellcasters can feel weak without some enounters made up of more lower level foes.

Is the 5e conversion one for one monsters or do the number of monsters in an encounter / location change as well?
 

Teemu

Adventurer
Does it look like the PF2e encounters are paced better than early APs and lessons learned have been incorporated? One of the lessons learned I think in PF2 is that low / moderate should be fairly common. Also to not use solo creatures level +2/3 at lower levels (say 1-6) -- stick to say Level +1 until say level 7. Not only are these enounters too hard at times (TPK), but they also screw with magic -- lower level spellcasters can feel weak without some enounters made up of more lower level foes.

Is the 5e conversion one for one monsters or do the number of monsters in an encounter / location change as well?
There’s a free preview of the first Chapter over on Roll20. The first boss encounter is against a +2 enemy and its minions, at party level 1. Lessons not learned!
 

There’s a free preview of the first Chapter over on Roll20. The first boss encounter is against a +2 enemy and its minions, at party level 1. Lessons not learned!
Whats the rest of the encounter? +2 by itself would be base moderate so they've got 40 exp of wiggle before it even becomes severe.
 

!DWolf

Adventurer
Whats the rest of the encounter? +2 by itself would be base moderate so they've got 40 exp of wiggle before it even becomes severe.

The entire combat portion of the first chapter is structured as an speed/attrition dungeon (which is somewhat tricky in pf2e - though I ran Broken Chains in this manner and it worked well). The characters move through the area with no time to rest, influencing allies to get aid, fighting some enemies and bypassing others, looting to get healing resources, and rescuing companions (which may join the characters in battle based on how they did on an earlier influence challenge based feast and the GMs discretion). The final battle is one level 3 fighter type with some sweet greataxe attacks and two level -1 minions with no abilities. The fighter has an AC of 18 and 48 hp so it should be only a moderately difficult fight for four PCs and a companion (which are first level characters) or severe without a companion. However the adventure also has a 14th level swordlord holding off two frost giants nearby in case the players and their companions get in over their head.
 

Galandris

Foggy Bottom Campaign Setting Fan
I am potentially very interested into this... alas I am wondering if the popularity of Owlcat's game hasn't spoiled the adventure for my group -- many are susceptible to having played it. I'll inquire before shelling this much money.
 

The entire combat portion of the first chapter is structured as an speed/attrition dungeon (which is somewhat tricky in pf2e - though I ran Broken Chains in this manner and it worked well). The characters move through the area with no time to rest, influencing allies to get aid, fighting some enemies and bypassing others, looting to get healing resources, and rescuing companions (which may join the characters in battle based on how they did on an earlier influence challenge based feast and the GMs discretion). The final battle is one level 3 fighter type with some sweet greataxe attacks and two level -1 minions with no abilities. The fighter has an AC of 18 and 48 hp so it should be only a moderately difficult fight for four PCs and a companion (which are first level characters) or severe without a companion. However the adventure also has a 14th level swordlord holding off two frost giants nearby in case the players and their companions get in over their head.
Gotcha, yeah that shouldn't be too bad for most groups since, especially with the NPC aid to help them soak damage.
 

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