The Kingmaker adventure path is over 10 years old at this point, which I believe qualifies it for an OSSR. Reading through it pissed me off to no end, so here we are…
Kingmaker is a classic example of an excellent premise with an abysmal execution. The party gets to create their own kingdom! Logistics and Dragons! Lead armies into battles! Maybe even some of that political intrigue that GoT likely popularized! But they fucked it all up! The mechanics for kingdom building and mass combat are a fucking atrocity and the adventure itself was written by talentless hacks. Few things are more frustrating than seeing a product with a good idea but faceplants into the pavement on the way to the finish line. On a more detailed level, few of Kingmaker’s actual ideas are good, but we’ll get to that later.
However, I would be remiss were I not to mention this adventure path recently (2018) was adapted into a video game bearing the same name. I have played the Kingmaker video game, but I gave up on it pretty quickly thanks to its obtuse design. So, I can’t comment on the video game too much and the finer points of how it differs from its source material.
Anyway, the Kingmaker adventure path is split into six parts. The module itself is designed to start at level 1 and end at level 17.

Each of the six parts are roughly 90 pages each, with a decent sized chunk of the page count being “dedicated” to fluff that I don’t care about. I’ll be skipping those sections. But this trend doesn’t just restrict itself to those portions. Each NPC, even minor ones, get something like a paragraph of backstory. Even the ones who just show up to fight the party and immediately die. And it’s clear to me someone had an unhealthy fixation with the BBEG. Also, most of them have tragic backstories.
Another universal problem with Kingmaker is the amount of down time it hands out to the party. We’re talking years where the PCs can do whatever they damn please. I’ve seen the Paizo fans bemoan that this means the naughty, naughty, players craft themselves a veritable mountain of magic items. Because why the hell wouldn’t they? This is Pathfinder, magic item crafting is ludicrously good if you have time to do it. But what I don’t hear the fanboys mention are how all this free time interacts with Planar Binding. Not terribly surprising, most Paizo fans couldn’t optimize their way out of a wet paper bag, but naturally more canny groups are going to net themselves armies of powerful outsiders. Of course, the designers didn’t take that into account when making this damn thing…
With all that out of the way, let’s get this review started.
Part 1: Stolen Land

The part of the adventure path that actually concerns the players is the bandits that have currently set up shop in the Stolen Lands. And their leader, the Stag Lord. The adventure proper starts at a trading post where said bandits have been causing trouble. The owner of the place is Oleg, a fucking idiot who would have stupidly gotten himself killed trying to take down the bandits, if he wasn’t worried what would become of his wife. Naturally, the pair of them get several paragraphs of backstory, despite only being featured in this sole chapter.
The first actual encounter of the module is the bandits that have been strongarming Oleg into handing over his wares. This is also where we get our first bit of magical tea party.
Kingmaker wrote:If the PCs ambush the bandits, the PCs automatically gain a surprise round—in addition, the bandits themselves are so agog at this unexpected development that they all suffer a –8 penalty on their Initiative checks.
At least it’s not dickish, but I tend to hate MtP in rules heavy games on principle, especially when it’s in a published book. Then we get a couple paragraphs of backstory about the lady bandit who leads these thugs, even though she’s not present in this encounter. On top of that, we get some backstory about the bandit who does lead the group the party is fighting. Even though he’ll probably just die here and now, with the party never even learning who he is.
The bandit leader is a level 1 Ranger, and the three other bandits are level 1 Warriors. The module labels the Ranger as CR ½ because Pathfinder gives NPCs a CR equal to their class level -1 (-2 for NPC classes). The exception being NPCs who get full PC wealth by level. This is, of course, batshit insane, especially where spellcasters are concerned. Note that 3.5 doesn’t do this; under that system, class level = CR, unless you have levels in an NPC class. Then it’s class levels -1 for CR, because NPC classes suck. This further cements my belief that virtually every change Pathfinder made from 3.5 was to the detriment of the game.
Thankfully, these bandits are utter weaksauce. Their boss has only a +1 to WILL and his flunkies have -1 to WILL; any party packing Sleep or Color Spray will effortlessly win. Even without them, the Ranger only has an AC of 14, albeit with 11 HP. The Warriors have 9 HP and an AC of 13. Even a level 1 party should be able to kick their asses without the I win Buttons, barring some shitty luck.
At this point, Kingmaker opens up and lets the players explore the wilderness. But the module can’t resist piling on the stupid.
Kingmaker wrote:While you can certainly track Oleg’s financials down to the last copper piece, it’s easier to assume that the first time the PCs return to the Trading Post, he has enough resources to purchase 500 gp worth of goods per week. If the PCs exceed this number, Oleg can arrange to have additional funds delivered from Restov in a week. The primary concern is that you should work to accommodate the PCs’ requirements if possible, preventing the need for them to abandon their duties in the Greenbelt just to sell loot.
Now, this is utter bullshit. Because if the party attempts to confront the Stag Lord immediately instead of dicking around with sidequests first, they’ll almost certainly TPK.
Of course, we get more paragraphs of backstory for NPCs you’ll likely meet once and never see again. We have a Fighter who got disowned by his family for sleeping with a “lowborn woman” (Scandalous!), and a Cleric who got a mob to lynch a guy who he mistook for a werewolf. How tragic.
The module moves on to the aforementioned sidequests. We’ve got a pair of prank loving fey, a Faerie Dragon and a Grig. The dragon apparently killed a local hunter because he was an asshole and now, they decide to harass the party. Because that sounds like fun! There’s a temple with a cursed bear, featuring a bunch of backstory you don’t care about. Next is an encounter with a boar the party can kill for a bow and some magic arrows. There’s an undead monster whose paragraph long backstory can be summarized as thus; the Stag Lord killed him cause he’s a dick and he wants revenge. Perhaps the most noteworthy of these little random encounters is a dead unicorn. The evil Fey queen killed them for the lulz and left the body. Of course, the party can’t find out this is the case, Speak to Dead explicitly only yields vague bullshit. Because fuck you.
The next stage of the plot is basically tracking down the lady bandit who leads the brigands who attacked the trading post. Of course, lady bandit gets even more backstory and I can’t be bothered to care when she’s just going to die in the first encounter. Her backstory isn’t very well written and part of it is she ended up working for the Stag Lord after maiming a couple of his men. Who tried to rape her.

The next major section is dedicated to a conflict between some Mites and Kobolds. If you aren’t aware, Mites are a type of fey. The Mites stole the Kobolds’ idol, and this is the reason they’re fighting. The Mites’ hideout is fairly boring. The most interesting encounter being with a CR 3 centipede and a trap that can drop the party into its lair.
Meanwhile, the Kobolds have a ton of backstory dedicated to their shaman. Who’s actually a Gnome who was killed by Kobolds and then reincarnated into a Kobold. He now seeks revenge against all of Kobold kind. The party can return the idol to the Kobold tribe and form an alliance with them. But only if they give the idol to the Kobold chief, if they give it to the shaman, the Kobolds attack them. Got all that? Good.
With all that sidequest bullshit out of the way, we finally arrive at the showdown with the Stag Lord. And holy backstory Batman! The Stag Lord and each of his lieutenants gets several paragraphs dedicated to each of them! Easily the most poorly written is the ex-Paladin who had an affair with a married woman, who falsely accused him of rape. And then he killed her and her husband in a blind rage.

The bandits are just DERP! DERP! EVIL!!! The guy who loves torturing probably being the stupidest example of this.
Kingmaker wrote:Dovan and Auchs flee with the rest, although Dovan could well return later on to plague the PCs, particularly if one of them caught his eye as a possible victim to torture (Dovan prefers blondes for this grisly pursuit).
Fuck!
The Stag Lord’s grand backstory is… His father was abusive. Why was his father abusive? Because his wife died in childbirth, but her kid lived. Fucking seriously? This old cliché? The Stag Lord fought back against his father after doing the horizontal tango with the fey queen lady. Now he beats his dear old papa and keeps him locked in the basement. All these shittily written backstories are starting to sap my will to live. Let’s move on to the actual encounter design itself.
As I stated earlier, Kingmaker seems to be banking on the party disguising themselves as bandits and sneaking into the fort. They’re given a +4 bonus on their checks if they’re dressed as brigands and have stolen goods. That bonus goes up to +8 if they brought the Stag Lord’s hooch and he promptly gets shitfaced. The primary problem with this is the designers seem to be assuming the party has a talky-talky guy in their party. This is hardly the only time they make this assumption and parties without a Face are going to have a hard time with the entire adventure path. Even with a +8, it’s not improbable they could fail if they didn’t take ranks in the relevant skills. This is especially the case with the Disguise checks, since each PC would have to make one. Odds are, someone is going to fail that.
The module doubts the effectiveness of an all-out assault and they may have a point. The party is supposed to be at this point level 3, max. They could be even lower if they decided to deal with the Stag Lord ASAP instead of dicking about with sidequests. The approach to casa de le Stag Lord features a hillside with a fucking dozen zombies. Good god, it would suck to actually run that encounter, it’d take forever…
The fort itself has a wall and the Stag Lord is explicitly stated to be too wasted to join combat initially. But of course, the module writers have to be dicks…
[quote="Kingmaker]You can thus delay the Stag Lord’s entrance into the battle for a particularly dramatic moment—perhaps just as the PCs think they’re about done with the fight, or after they suddenly gain Akiros’s aid, or maybe even as they’re trying to flee.[/quote]
Let’s talk about the Stag Lord for a moment. Thanks to his hangover, he’s treated as sickened until he sobers up. How long does that take? Fuck you, the module never says. This fucker is a goddamn level 8 character (Ranger 3/Rogue 5) but he gets a -1 to CR for being drunk. This asshole has +3d6 Sneak Attack damage and magic item that once per day treats someone he attacks with a ranged weapon as flatfooted. I could see him taking the group on by himself.
His underlings are a level 3 Fighter, level 3 Rogue and the Ex-Paladin 1/Barbarian 3 guy who is supposed to side with the PCs. There are also 7 level 1 Warriors and an Owlbear the bandits locked up (though it just attacks whoever). Oh yeah, hiding in the basement, there’s also the Stag Lord’s dad, who’s a 6th level Druid. But he’s only CR 4 because he’s old. EVEN THOUGH HE HAS WILD SHAPE AND 3RD LEVEL SPELLS!!!
How exactly is the party supposed to survive? I mean, yes, the Stag Lord has a shitty +1 WILL save (until he sobers up) and the PCs won’t be fighting all of them at once. But I could easily see this turning into a TPK, especially if the party heads to the Stag Lord’s fort as soon as possible. And remember, most groups won’t be packing Color Spray and Sleep. Druid dad picked crappy spells, but he explicitly will try to summon, whist Wild Shaped into a wolverine and on the ceiling. This includes casting Summon Swarm, which the party may not even be able to hurt. God damn!
The big fight with the Stag Lord marks the end of this chapter, but the book still isn’t’ over. I’m skipping over the fluff about the surrounding lands and moving straight to the random encounter chart. And holy shit is this bad! The party can encounter a Shambling Mount, a Will-O- Wisp, or 1d4 Trolls! Even a relatively optimized group isn’t winning against some of that! A PF Will-O-Wisp has an AC of 26! A Shambling Mound averages 12 damage on each slam attack, has reach, and can attack twice per round! The PCs are fucked if it grapples them, and an encounter with more than one troll is just going to be a TPK. All it takes is one unlucky roll and some players that don’t realize they’re outclassed. Forget the Stag Lord, some groups might not even make it to him. Especially if they decide to explore every last chunk of the area.
The Stolen Land is a damn poorly written and leaves a pretty poor first impression. But, next time, we’ll be looking at the second chapter: Rivers Run Red. We’ll get to see the utter travesty that is Kingmaker’s kingdom management rules. I’m not looking forward to it.