“And war continues to spill out across the Inner Sea,” Valerie sighed. “We must decide our stance.”
“All is inevitable dust, ground down in death. What is the rush?” asked the Cleric of Groetus, Harrim.
Tristian frowned at Harrim. They ever disagreed on the talking points, but always tried to work through their differences for the people. “This kingdom stands for something, and some of our citizens have traveled here from Andor, from Isger, and certainly from Cheliax.”
Amiri nodded as did Jubilost. “It’s all the talk at the tavern,” both said in unison. Clearly the scholarly alchemist and the worldly barbarian found time to connect with the people!
“We must,” Regongar practically growled. “Octavia and I have seen the oppression of a foul regime conquered. I would see us support that fight elsewhere.”
“Agreed,” Octavia said eagerly, an arm put to her friend’s shoulder. “If we are to advise the leadership council, then we the advisory council should come together in our stance and with a plan. How do we declare our opposition to Cheliax and help those caught in the wake of battle?”
It was here Linzi noted in her ever-constant historical chronicling that all were in deep thought, but it was who spoke first that surprised her.
“We make a declaration. The end comes for Queen Abrogail Thrune the 2nd and those that would support her rule,” Harrim scowled. “What comes next for Cheliax will require allies, and we are the peoples’ ally.”
There is always one more Adventure Path I want to run. One more set of villains I want to put on the table to see defeated. One more story thread I want to see my group react to. Perhaps there’s a gorgeous bit of worldbuilding I want to make matter at my own table. You know how I gush at the Lost Omens lore. However, I’m betting you’re like me and well… Most of us do not have unlimited game nights, unlimited energy, or unlimited years to spend getting through every Pathfinder Adventure Path that catches our eye. Even if we want! We get the campaigns we can fit into real life, and we get the friends who can gather often enough to tell those stories with us. So if you are already in the middle of Kingmaker, why not make the most of that time? Why not steal the parts you love from newer Adventure Paths and fold them into the campaign you are actually playing, instead of waiting for a someday campaign that may never come?
Time to update after last year’s Kingmaker Adventure Path Ties Update. Really, these ideas can be blended into any game but I’m running Kingmaker so you get what you get. Now granted the question of how you want to spend, how you want to invest your time especially gaming can be pretty poignant right now. There are always themes we may not want to get into and lately war as a theme may not be what every table wants. I hear that. For some groups, the world already feels heavy enough, and bringing the full weight of conflict or invasion marching into game night may be the last thing anyone wants. That is fair. More than fair, really.
But one of the great strengths of Pathfinder’s Adventure Paths is that they are full of more than conflict with a headline premise that usually promises exploration, found family, and of course greater heroics. Even an AP built around war, upheaval, or catastrophe still contains side stories, villains, locations, factions, monsters, mysteries, and set pieces worth exploring. Maybe like me too you want some of that conflict as a bit of emotional exercise. It feels damn good to battle and defeat evil. And the nice thing about Kingmaker is that it is never too late to adjust course. A sandbox this broad can always make room for one more haunted village, one more political complication, or one more wilderness threat! Let Golarion, heck all of Pathfinder or Starfinder inspire you for one more borrowed idea!
In the Stolen Lands, there’s always more to do!
Players you should probably avoid, and of course there are spoilers references ahead.
WARNING: SPOILERS AHEAD
Rise of the Runelords
The Heroes of Sandpoint likely are spoken of in taverns, their fame the like of song. It’s possible they helped in Return of the Runelords as well. Of course you could have a featured PC visit, especially if they’ve any interest in diplomacy, aiding Brevoy, or wanting an ally against Ustalav.
Curse of the Crimson Throne
The Queen might be interested in diplomatic or trade ties, or perhaps she sends her friends the heroes as a diplomatic envoy. If not the kindest new Queen, perhaps there’s an interest in getting a stake of land there in the Stolen Lands.
Second Darkness
Those that battled demons and plunged the depths might have interest in finding what’s beneath the Stolen Lands. Perhaps they unearthed some ancient knowledge or hints to artifacts tied to the various civilizations of the area. The elves of Mierani might seek information in the elven ruins in the area or perhaps the cyphermages of Riddleport wish to study some older magic there!
Legacy of Fire
I was having trouble with this one. Perhaps elemental events that occur (especially related to the weather events) get the leaders of the Kingdom to call for assistance. The heroes of the Legacy of Fire or perhaps relations come to investigate and aid.
Council of Thieves
It’s certainly possible the heroes who sought to free Westcrown are interested in keeping free areas free. While many groups that came from these paths might have ties to leadership or influence that could be used for diplomacy, this is also another group that could be spoken of in tavern song. Maybe they also visit wishing to bring some order to what they heard was a chaotic frontier.
Serpent’s Skull
Having survived the jungles and ancient ruins of the Mwangi Expanse, the heroes of Serpent’s Skull might be eager for new adventures. There’s much uncharted wilderness to be seen. You could tie concerns in the darklands with these heroes to those from Second Darkness as well.
Carrion Crown
With Ustalav west of the Stolen Lands, I’m taking special inspiration from the paths that happen there. I imagine the heroes of Carrion Crown have taken up arms to help since the release of the Whispering Tyrant in Tyrant’s Grasp. Having a few die because of the undead’s march might be good as well. They may be especially interested in Pharasman ruins in the Stolen Lands.
Jade Regent
The key here might be Ameiko. She’s the leader of Minkai after all. Perhaps she’s funding trade, knows individuals who are in the area, or her allies from Rise of the Runelords or Jade Regent are exploring/informing her. We know she goes to the Radiant Festival during Agents of Edgewatch with trade and diplomacy in mind, so it makes sense here.
Skull & Shackles
Honestly I doubt any pirates, pirate lords, pirate captains, etc. care about the Stolen Lands. The Lake of Mists and Veils, north of Numeria and Brevoy, is said to have its own set of pirates so maybe if there’s a connection to any of the PCs created in Skull & Shackles there could be something. I find this is overall a challenge to tie in.
Shattered Star
These heroes also figure into Return of the Runelords. Maybe they’ve found some additional details, artifacts, or references in Guiltspur tied to extraplanar dangers in the Stolen Lands. Certainly any Runelords studies might reference ruins in the area as well. I’ve a PC in my game who is Varisian. That player also ran Rise of the Runelords for us. So there’s certainly Thassilonian details I’m pulling for usage like related Sihedron artifacts and sin magic.
Reign of Winter
Like Curse of the Crimson Throne, perhaps the new Queen of Irrisen seeks a diplomatic envoy. Amiri is heavily featured in Kingmaker and she’s from the Realm of the Mammoth Lords. You might have undertakings related to her personal quest – which I won’t call out – have come to the attention of the heroes of this path. If your players at higher level go visiting certain nations, this also seems a likely one.
Wrath of the Righteous
The Worldwound is even closer than Irrisen or the Realm of the Mammoth Lords. Perhaps those truly epic heroes are looking for allies to the east of Ustalav while they form a border to the north. Perhaps they’re investigating demonic activity or their allies are doing so. Recall there’s some demonic opportunity tied to the kobolds for example. They might also want to help establish a bastion of light in the region, a beacon of hope in a land of danger. An ally against the next great enemy – the Whispering Tyrant – seems right there as well.
Mummy’s Mask
Mummy’s Mask is another hard path to tie in. Osirion is quite far away, and that level of trade seems difficult. If the heroes of your run through particularly enjoyed exploration of ancient ruins, maybe they might come through the Stolen Lands.
Iron Gods
Numeria is north of the Stolen Lands and that’s where two NPCs are from: Octavia and Regongar. I’m having the outcomes of Iron Gods heavily play into my game, especially with a PC coming from the area. The Technic League has fallen but is not gone with undercover operatives still active. Klarkosh of the Emerald Spire, Furkas Xoud, and Ozmyn Ziadow all have varied interests in the Stolen Lands and the people therein. There’s existing rules for Kingdom diplomatic envoys and Numeria is certainly a possibility.
Giantslayer
To the west of Ustalav is the Hold of Belkzen, so no doubt the leaders there will seek assistance with the war they’re already fighting due to the Tyrant’s Grasp. The heroes of this path seem the perfect NPCs to feature for whatever diplomatic envoy or meeting. A war with the undead could indeed happens, so an alignment of leaders will be required.
Hell’s Rebels
Kintargo’s a ways away, but finding allies amongst the lawless of the Stolen Lands seems plausible. The Firebrands have a presence in Kintargo and a growing one in Numeria, so they’ll of course spread down into the Stolen Lands. It’s possible they want to ensure the new leaders of the area will oppose tyranny and oppression.
Hell’s Vengeance
If the “heroes” of Hell’s Vengeance are staying dedicated to Cheliax and its ideals, it’s possible they venture into the Stolen Lands to give Cheliax a presence or some dominion of an area there. If your leaders in Kingmaker are on the tyrannical or treacherous side, perhaps there could be some links between the two groups. Also you could have any opposed to the PCs flee to the Stolen Lands, creating some PC vs PC challenges that your group can enjoy.
Strange Aeons
My group ran through Strange Aeons, though we halted due to the pandemic. Once we started to resume, Pathfinder2E was available so we moved forward anew with a custom campaign – that I’m drawing from – until Kingmaker 2E was released. I’ve actually had Winter, a cleric of Pharasma, appear and tied one of the NPCs, Dovan, at the Stag Lord Fort’s to the campaign as well. Dovan is from Ustalav. Winter came looking for the statue of Desna from the asylum, which Dovan escaped from. You could also have the Strange Aeons heroes come to investigate some of the cult activity or other mysteries in the Stolen Lands. They could well be looking for allies against the Whispering Tyrant as well.
Ironfang Invasion
One of the PCs for our Kingmaker game was a hobgoblin. I say was as he has died (RIP Zugrum). Ironfang directly influences our Kingmaker due to Zurgrum’s origin there. Use of the Stone Road and the development of the new nation Oprak gives ample opportunity for discussions of trade, diplomacy, or exploration for the Stolen Lands.
Ruins of Azlant
While this adventure path happens far to the west, it’s easy to have Azlanti and more likely Thasilonian ties in the Stolen Lands. We know members of the former Technic League have interest in magic and artifacts in the area based on comments above for Iron Gods. Thus maybe the same heroes come exploring or are introduced through the Pathfinder Society.
War for the Crown
Taldor is to the south of the Stolen Lands, with Galt in between the River Kingdoms and Taldor. That nation comes up often due its historic attempts to settle / take the Stolen Lands. Various individuals have come from Taldor as well. Perhaps the Princess Eutropia is seeking new allies, a competitor has interest in taking the lands, or the heroes that aided the Princess come for diplomacy, trade, northern security, or further exploration.
Return of the Runelords
Rise of the Runelords and Shattered Star heroes play a part in Return of the Runelords. They along with the new heroes could have interest in the Stolen Lands and their new kingdom due to the Whispering Tyrant threat to the west, Thasilonian ruins / magic / artifacts, or because other nefarious threats from certain regions may make a power play there. I’m having the two “returned” runelords Sorshen and Belimarius have vested interests in the area for trade, diplomacy, and reasons related to the previous ruins / magic / artifacts. The heroes of Return might want to build a stronghold to protect the region and perhaps Sorshen wants to help fund it. You could have Belimarius make a deal with certain factions (like in Numeria) so she has easier influence in teh area.
Tyrant’s Grasp
As previously noted, the Whispering Tyrant’s threat to Ustalav and the Stolen Lands western border makes for a lot of opportunity with other paths’ heroes or featured NPCs. There will come a time when the operatives of the Whispering Way infiltrate the kingdom the PCs are building. Perhaps an army of undead will march east and Ustalav will come to aid. Perhaps the Tyrant wants the Stolen Lands for a reason of magic. Of course should your kingdom’s leaders be pro-undead or particularly nasty, maybe allyship is a possibility. You can also have common folk fleeing Ustalav into the Stolen Lands, especially Pitax or areas on the western side. These individuals might encourage the kingdom’s leaders to new vigilance to rebuilding peace in the area. At high levels, a challenge taken direct to the Whispering Tyrant could be powerfully mythic tale of bravery and sacrifice. Any PCs from the area may be seeking redemption, salvation, or revenge as well.
Age of Ashes
After saving Breachhill, Isger, the world, the Heroes from Age of Ashes are likely eager to maintain minimal worship of Dahak and the influence of dangerous dragons. Some of them exist in the Stolen Lands with other dangerous allies, so that could easily draw their attention. The heroes are likely also spoken of in song at taverns and may have become fixtures of a religious movement, especially if there are any Apsu ties.
Extinction Curse
It truly depends how Extinction Curse ends to determine some connections. Do the heroes seek out other links to Azlanti ruins or magic? Do they pursue more Darklands events? Do they stay in the area of Absalom and aid pathfinder activities, diplomacy, or other magical research? Any of those could bring them to the Stolen Lands. Their deeds are legendary to some but overall unrelated to Kingmaker.
Agents of Edgewatch
Similar to Extinction Curse, these heroics are likely best save for news or possible research and diplomacy activities.
Abomination Vaults
Like Agents of Edgewatch, maybe there’s news of such or possibly ties to Absalom’s research or political arenas.
Fists of the Ruby Phoenix
Character interested in martial arts, tournaments, or Tian Xia may have heard of the Ruby Phoenix Tournament and its champions. Otherwise, I would not expect interactions. If there is trade somehow to areas of Tian Xia, this news should travel.
Strength of Thousands
Here I’d recommend having students possibly seen in the path visiting the Stolen Lands to learn more about the primal, arcane, and even occult energies there. The heroes of your game may have interest in studies themselves, especially if they’ve become professors. There’s ancient and strange mysteries and technologies to find in the Stolen Lands. Any with a Numerian interest could possibly visit. They may also wish to preserve the land and its people, its culture. The Mwangi know the pain of “explorers discovering” what they have had for hundreds of years.
Quest for the Frozen Flame
As Amiri is from the Realm of the Mammoth Lords, you can create some interactions or knowledge with NPCs or the PCs of the path. There may be opportunity for diplomacy or aid in handling Ustalav if you want to feature the undead threat. Well informed religious individuals likely know of events here.
Outlaws of Alkenstar
While a ways away, Alkenstar can have news ramifications that find their way to the Stolen Lands after its further developed. The Firebrands might carry these notes, and you should definitely feature such if you have a Firebrand PC in Kingmaker. There’s a powerful network to leverage with that organization, especially as Brevoy faces rebellious tendencies.
Blood Lords
Geb is also far away. Perhaps diplomacy through Absalom arises if you are considering leveraging the undead threat of Ustalav. The people of Geb predominantly wouldn’t want to be associated with the uncivilized (mindless?) undead and do not wish to be in the crosshairs of a new crusade. Geb might also see the Stolen Lands as a source of ancient magics to handle the rising threat of Nex.
Gatewalkers
This path takes place partially in the Sevenarches within the River Kingdoms, predominantly southwest of the Stolen Lands. Any public news should reach the kingdom’s leadership, especially any druids. Any PCs with ties to Desna could learn of information due to the dreams. The demon or occult activity could attract attention from heroes opposed to such whether PCs of this path or the Worldwound or any of the Ustalav paths (like Strange Aeons). Perhaps a larger organization of the PCs from various paths is forming for greater allyship. If so, I suggest definitely positioning the Whispering Tyrant as a large antagonist. I certainly am.
Stolen Fate
Those active or well tied to Absalom might learn of these events. If you’ve anyone focused on Harrow then you might have them specifically learn or divine some information through their practice. Or the heroes of the path might seek out a PC in Kingmaker who is drawing attention for their Harrowing adventures!
Sky King’s Tomb
Highhelm isn’t terribly far away, being southwest of the River Kingdoms with Kyonin/Galt in between. News of the adventure here should reach the new leadership of the Stolen Lands or already be known. Any dwarves are likely to have particular interest in events there. Any villains who get away perhaps run to the Stolen Lands to try and hide!
Season of Ghosts – UPDATED
I’m quite terrible! I never updated this last year after the path had been out, still referring to the teaser material I had therein. Well, let me fix that. You can go about things two ways depending on the advancement of the kingdom. Are they high powered able to teleport around the world or have some series of gates? Well then it’s easy to visit Willowshire, especially if there’s a larger network of aid happening between certain countries. If not, and you want to keep it local, you can adapt Willshore to instead be someplace the PCs helped build like Tatzlford or a custom town, as well as another town nearby but not part of the kingdom like Varnhold. The horror lands more personally this way. The real strength here is that it turns kingdom play into a rescue-and-reconn story. There’s food shortages, blocked roads, eerie omens, and a town rulers can’t simply reach with authority. Silent Hill anyone? Considering the other events of Kingmaker this can be right in line for another investigation and ripe for heroics.
Seven Dooms for Sandpoint
If you’ve played Rise of the Runelords, you could easily have those PCs return as NPCs warning of further dangers arising in Varisia. They could want assistance in the area or you could tie in some of the ancient Thassilonian dangers that have remnant ruins in the Stolen Lands. GMs know there’s some elements to this path that reveal some lost, old secrets and they’re easy to tie into other hidden revelations. Perhaps the apocalyptic threats there include larger threats to the continent or world.
You can use various prophecies about the Stolen Lands, their new rulers, or your applicable game’s party members being key to avert the various dooms foretold, drawing them into the narrative. Perhaps a scholar from another world or plane arrives seeking aid and how their kingdom, or party if not in Kingmaker, are key to stop the chain of catatrosphes!
Wardens of Wildwood
The Stolen Lands border the Verduran Forest so this path can occur as a diplomatic arc where the PCs must gain the trust of the Wildwood Lodge and balance nature with expansion. If the kingdom grows too aggressively, perhaps there’s a concern of how they’re growing and the impact to nature. I’m leveraging a certain elven member of royalty to tie in the area. You can also have druidic members of the lodge send an envoy to challenge the kingdom’s leaders, or the party’s expansion into natural territories if not running Kingmaker. War could be a threat unless the PCs can mediate tensions between nature and the needs of civilization.
Curtain Call
Now you could just run parts of this as a theater in the capital of your Kingmaker game. If far enough along, maybe you want them to visit Kintargo when the Godsrain happens. Else you can adapt it to occur while your heroes are adventuring whether playing Kingmaker or not. The predict weather feat gives you a great opportunity to give a player a dire omen of what’s going to happen that day. Strange things happen in the Stolen Lands, but you can really run up the drama if you make a ticking down clock for the day and when the event will happen.
I might also suggest a theater troupe, possibly involving the PCs if they have such, is winning over the local people. Then rumors arise that are rather sinister or at least suspicious. Murder and illusion blurs the line of what’s performance and what’s reality, causing your rulers (or party if not running Kingmaker) to investigate before the city falls into chaos, turning upon itself. Only then for the Godsrain to occur, preferably during a pivotal fight!
Triumph of the Tusk
In this case a great war between the orcs of Belkzen and Celwynvian Elves is brewing and could spill into the Stolen Lands. Your game’s PCs must choose whether to stay out, intervene, or mediate. You might start it as a Kingmaker event that slowly develops with more events, visiting dignitaries, a call for aid, etc. My group’s nation is very diverse and a former PC who passed was a hobgoblin, so your game might have characters that care more or less depending on their background.
Spore War
Here’s another call for aid against Treerazer, especially if your group has elves or other ties to Kyonin. Also you could position it as a strange fungal blight – a follow up to the Bloom – that is spreading through forests and fields, threatening the kingdom’s food supply. Maybe it’s tied to alien mycological forces from the First World or Darklands. There aren’t any heavily featured parts of the Darklands in Kingmaker, so a nice way to do so. Alternatively it’s just by chance happening to the forested area your PCs are traveling through.
Shades of Blood
We’re still in the midst of the Shades of Blood release. I love that it has ties to the Ruins of Azlant path so if you played that, definitely weave this in or actually run it. You could adapt it to be another Darklands related adventure for your Kingmaker group fairly easily with a rising vampire problem. Your players are sure to get involved when the sun gets shrouded in shadow, unless they’re also undead.
Myth-Speaker – UPDATED
As I got more time to investigate all the mythic implications around divine power and Godsrain last year, I thought I’d make some updates here. Yes, since this is a a mythic path and has strong Greek ties with its placement in the Iblydos archipelago it’s best kept alone. I’d said it was best kept for “news of something happening” elsewhere and that’s still true. However, I’d called out you could leverage the alleged city of monsters / monster kingdom facets that occur early in Kingmaker plots for a lucky stumble into mythic power. You might even have the “monsters” find mythic power first. You could establish a new area of mythic power post Godsrain and let the rulers become living legends in the Stolen Lands themselves. Perhaps it’s rediscovered power of old legends in the Stolen Lands. Run funeral games, coronation games, or founder’s festivals that accidentally awaken mythic roles tied to the realm itself. Someone becomes the River King after a sailing contest. A hunt could lead to the Horned Huntress. Facing the wild weather, how about Storm Rider? Dealing often with problems where nature (or even fey) run against the demands of the kingdom, perhaps there’s now a returned Green Judge who must balance their fey ancestry with that of the kingdom. I really like this idea as it makes Kingmaker feel older and stranger. The kingdom is no longer just a new political entity, but a place generating its own heroic myths and demi-divine expectations. Might explain the interest yet struggle of the area…
Revenge of the Runelords – UPDATED
For a Kingmaker game with any Thassilonian, ancient-magic, or destiny-heavy threads, this is your natural path to draw from with its obvious Thassiloian ties but also ramifications of the Godsrain. I’m actually incorporating numerous elements. The heroes in my game already met Sorshen, who was undercover at an Allbirth festival the kingdom threw. The frontier kingdom becomes important precisely because it is ambitious and magically active with many abandoned ruins or buried secrets to unveil. I won’t spoil too heavily but a certain runelord could have secret holdings here in the Stolen Lands. Any GM who’s read through the pat knows what I’m talking about. Many secrets have gone uncovered and unclaimed for eons, perhaps out of fear by older powers. Or maybe they just weren’t active? A runelord such as Xanderghul can view it as ideal territory for reclamation, experimentation, or revenge if you’re just starting out the Kingmaker path. It is a realm young enough to seize, but mighty enough that conquering it would prove a point to the whole Inner Sea. Perhaps his interest comes after Sorshen had made diplomatic relation as I’ve set up or Xanderghul learns of that certain runelord having set something up near the kingdom’s capital.
Hellbreakers – NEW
I only went into Hellbreakers toolbox before because I wanted that article to be for GMs and players alike to get excited about what options were contained therein. It focuses on tensions between Cheliax and Isger (notably including Breachill in lore detail), but it and the accompanying book make it clear the war has ramifications far beyond. So this is another path best left for activities happening elsewhere but with serious ramifications especially for an established Stolen Lands kingdom, and even more so if the PCs are high level making political stances or traveling abroad. This adapts best through refugee pressure, infernal intrigue, and frontier ideology depending how the PCs align to the people of the Stolen Lands. The PCs in my game sure aren’t going to align with Cheliax. As rebellion and crisis shake Isger and the wider Hellfire turmoil spreads there’s plenty of options for refugees to come north, especially if they get to the Sellen River. Cultists area already a theme in Kingmaker you can use again, especially if refugees are coming into the kingdom. Diplomatic envoys of varying regard might come from the Hellknight agents. Perhaps the PCs have made a name for their forward-thinking heroics and anti-Chelish organizers all start appearing in the Stolen Lands, hoping for support. That gives Kingmaker a great political complication: does the kingdom become a haven for the displaced, a neutral trade state, or a battleground for infernal influence and revolutionary cells? I know how my PCs would choose (the latter) while also playing into some of the politics and diplomacy. I expect high level play for our Kingmaker game to still focus on key campaign elements but with a wider sampling of regional and worldly politics and events. They like a lived-in and living world, as do I!
Hell’s Destiny – COMING SOON
Hope you appreciate the updates! I’m going to keep investing in these ideas each year because really they can be adapted toward any path or custom game. Can you imagine what all the forthcoming Impossible Magic and Feybound will give us to play with? I can’t wait. In fact, I should be able to share the details of the new Impossible Lands game I’ve joined where I’ll be playing a necromancer. Join me as I detail their story, their build, and then the changes that come to it once Impossible Magic is released. In the meantime I’ll also be at Magic Con in Vegas at the end of the month so watch for that article next time! Until then, please remember to support one another and of course, much love to all!
Investing In:
I wasn’t quite sure what to name my article series when I first started but the idea of showcasing or discussing things that make me excited, that I find new and interesting, or maybe I’m otherwise passionate about seemed to fit with the idea of Investing In something like the Pathfinder 2E mechanic. To use some magic items you have to give that little bit of yourself, which helps make these things even better. I like the metaphor of the community growing and being strengthened in the same way!
I also want to hear what you’re Investing In! Leave me a comment below about what games, modules, systems, products, people, live streams, etc you enjoy! You can also hit me up on social media as silentinfinity. I want to hear what excites you and what you’re passionate about. There’s so much wonderful content, people, groups (I could go on) in this community of ours that the more we invest in and share, the better it becomes!
Sources
Banner – Kingmaker Adventure Path Second Edition cover modified, Paizo , art by Wayne Reynolds
- Pathfinder Adventure Paths logo, Paizo
- Character Creation banner, Kingmaker Adventure Path Second Edition, Paizo






