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In ancient times, the Broken Lands lay covered in forests, where, from ages long past, dwelt the spirits of the gods. Back then, man and beast lived in harmony, but as time went by, most of the great forests were destroyed... except for the infamous Stolen Lands in the south. Those that remained were guarded by gigantic beasts who owed their allegiance to the capricious Fey Lords and otherworldly monsters who reside within the in-betweenfor those were the days of gods and demons.

Despite the dangers, bandits have made safe haven in these dangerous woods searching for treasures within ruins lost to time, and the swordlords are keen to expand their territory south and break their dependence on the Kingdom of Brevoy. Swordlord Jamandi Aldori has gathered adventurers from across Golarion with the unenviable task of venturing into the infamous Stolen Lands and annexing territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but do a ragtag band of adventurers have what it takes to found and defend a burgeoning kingdom from the terrors of the wild?

It is up to our heroes to take up arms and stand tall against the horrors of man, beast, and strange creatures more dangerous than either...

KINGMAKER.


The Daggerspine, also known as the Peak of Broken Promises, is a bisected mountain which, at 6,900 feet tall (2,103 meters), is the highest peak in all the Stolen Lands. The mountain grants its name to the range in which it is found: the Daggerspine Mountains.

The mythos of the mountain is dominated by tales of Navarra, the great love of the barbarian lord Targran, who shouted curses from the peak of the mountain after the barbarian warlord took another woman as his queen. In that moment a great storm of fire and stone encompassed the peak of the mountain, and Navarra was said to be transformed into a great umbral dragon, tore the mountain into two, and then rampaged across eastern Numeria. This myth attracts many travelers from throughout the land, drawn to the peak to cry out their own curses and oaths of vengeance.

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After playing TTRPGs for many years now, we have just a few house rules for Pathfinder 2E that we will abide by throughout thes adventure. If you would like to discuss adding, removing, or amending any of these rules, please bring it up with the group so we can discuss.

  1. Hero Points: Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character which persist over the long term, Hero Points last for only a single session. All players start every session with three (3) Hero Points and can gain more throughout the session performing heroic deeds—something selfless, daring, unique, or beyond normal expectations. You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
    • Spend 1 Hero Point to reroll a check. Take the higher of the two rolls. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).
    • Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.
  2. Recall Knowledge: Each time a character succeeds on a Recall Knowledge check, including the flavor information the character is also allowed one stat related specific information of their choice (which save of the monster is the lowest, what is their AC, etc.) and on a critical success they get two pieces of information.
  3. Permanent Scars: Each time a character gains a level of Dying they gain a permanent scar. This has no impact on mechanics and is strictly for "set dressing."
  4. The Final Word: When a character reaches dying four (4) they are offered an opportunity to speak their last words, or a final small action (like spitting in the face of their enemy).


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KINGMAKER is an epic campaign for Pathfinder 2E. Your adventure begins in Rostland, located in southern Brevoy, but moves fairly quickly to the southwest into the infamous Stolen Lands, the northeastern most reaches of the River Kingdoms. Here, a vast swath of wilderness awaits exploration and settlement. The nearby kingdom of Pitax lies along the southwestern border of the Stolen Lands, but whether they will become your friends or enemies, only time will tell. 

Here you will find some useful resources throughout your adventures in Kingmaker:

Archives of Nethys - Official system reference document (SRD) of the Pathfinder 2E rules.

Pathbuilder 2E - The premier character builder, planner, and sheet for Pathfinder 2E. It automates everything and is incredibly useful. Worth it to pay the one-time fee to get the premium bonuses.

PF2.tools - A repository for all the online tools you need to play and run a Pathfinder 2E game.

Paizo.com - Site of the company behind Pathfinder (and Starfinder). Go here to buy books, check out official forums, or participate in Organized Play.

Kingmaker Player's Guide - Spoiler-free advice and specific suggestions to help you create a character tailored specifically for Kingmaker. As always, do not be afraid to ask your GM if you have any specific questions. There will be a group Session Zero and one-on-one sessions to help finalize everyone's characters before the campaign starts.

Kingmaker Campaign Workbook - Group collaborative Google Sheet to keep track of notes, loots, and other items throughout the campaign.