|
|||||||||||||||||||||||
|
The art created by some of the fans is great and I wanted to have a good way to introduce it in a significant manner. For my group I printed out all the art and then printed out a cover sheet with the symbol of Nethys on it, it makes a great prop. I was trying to avoid any mention of Vordakai or his undead, but at the same forshadow what is to come. I'm going to add in some pictographs of dwarves meeting the centaurs in their prime, in which they are probably still very standoffish. My writeup for the city of skybreak reminds me more of hex exploration, I was inspired by the City of the Spider Queen 3.5 adventure for it, ran that a long time ago. Its a series of random encounters in a city with exploration locations. If anybody has any ideas to drop in let me know, I'll try and incorporate them. Up soon.. Mutant Morlocks.. Gray Renders... lots of fungus and an ooze or two. Edit: I try to keep alot of this short and sweet, because I'm pretty bad at maps and I don't want to distract from the game too much. Nothing in here says "hey you must deal with this". Also I would probably suggest adding some extra treasure here and there for flavor. Maybe dwarven gold coins... D4. Hall of Ascension
D4. Throne of the Lost CR3 or CR7
D5. Khadgar's Folly
I'll have more tommorrow on the Hall of Kings and the start of the City of Skybreak. This past Friday my players delved into the Halls of Khadgar then retreated back to the surface having stirred up the morlocks. The player's temporarily disable the lift DC25 Engineering/Disable Device. Left alone for months in my scenario the mutant Morlocks found Nethy's Tome of Secrets and one of them became freakishly smart, at least for their kind and they began climbing the shaft and making raids on the surface during the night. The Sootscale encampment was within the night's march and was attacked. In response, the players rallied their army on the surface and waited for the morlocks to surface, unfortunately they were overanxious and spooked the morlocks back into the tunnels. Lots of spoilers of course. My players are 2 years in game time into it and their kingdom is roughly 14 hexes, with 2 cities, the capital Svenheim and Tanzelford, they have roughly a +30 to economy and stability with a dc of about 29. They generate on average about 9 BP a month. I have not allowed the rule about selling magic items. I have also started using the mass combat rles as early as the end of book 2 using DM Dudemeister's rules for the monster kingdom. My players keep a small standing army in the capital at a reduced cost of 1 BP for a 200 man/200 kobold army with several tactics they did not want to loose. We are 3 months of building phases from the start of book 3. In one third ap it does say something about waiting for players to achieve a kindgom size of 50 or so, but my players are very slow to expand and would rather break up building phases during the adventure rather than between them. I allow them to generate extra BP by looting armies they fight mostly breaking even for having a perpetual army standing in the capital. The PC general has pushed the idea of a standing army and the council has approved due to Tiger Lords in the west, Mivon to the south, possible civil war in the north, and centaurs in the east. We are also using the river nations kingdom building guide, with some minor modifications like no summoned armies. More tommorrow, my group is slightly past this point, they have explored the length of the Hall of King Khadgar. Hall of King Khadgar (Area D)
Hopefully this doesn't get confusing, I'm definitely not an artist, but if people like this enough, feel free to make sum up and post links. B3. Base of the Lift CR8
Here's the first part, I'll put it all together as I finish. Khadgar’s Folly a Kingmaker Adventure Site Note to GM
If using the Lonely Barrow, add to the last sentence in F5 to read(F4 mistake in adventure). Start with B1. The Lift.
B1. The Lift
The group ran through about a third of it last session, I'll get a writeup done. I included some really strange content and alot of traps. My group is looking at using it as a possible city location or a fortification as soon as they clear it out. I've designated it as a pure exploration dungeon, but I did hook in a wierd artifact tome that has the face of Nethys and includes the community created content for Zudigger's Picnic. Just as a what the heck is this thing, kind of moment for the players, its kind of a mcguffin. Yep, when you can just flip and use the monster out of the bestiary. Also I know its not exactly the same... but in a hurry I just find a similarly CR monster as long as the fighting style is similar. I've never used the beginner box, but I'm betting it wouldn't be to hard to jump right into RotRL and Pathfinder Core. I would however highly recommend getting a GM screen, has a bunch of really useful stuff that keeps you from having to look it up, specifically the skill checks. Edit: I don't have my copy, but I believe the feats/traits in the back of the RotRL player's guide are traits. Either ways, I'd make sure my players pick one up, even if you had to give it to them for free, which I believe is what I did. I made them write a half page backstory to get one, it really helps. When my player ran it they did it at a relaxed pace, there are spots that require immediacy, but for the most part my players breezed through at their own pace. I also have a standing rule that I won't "rush" the players. Talk to your dm and if you want downtime, have them arrainge some, especially between adventures. I had Madam Niska be a dragon turtle in my game, I put a sea cave underneath her house that connected to the beach cave from the Catacombs. My players always wondered why she was wet and smelled like seawater. The basics of it were there was a flavorful encounter with a shoanti rebel hidding out in the town, and some hellknights demanded entry into her home, but some old treaty with the local shoanti kept her home as sacred land. Basically centuries ago she had been the protector of the local tribe and as she got older they venerated her and forgot about her draconic heritage. I killed her off when the giants attacked with the red dragon. I also gave her a small horde in her cave, one of the shoanti in the party "cave dived" and found out about her little secret, but they kept it to themselves and he looked up to her after that. I added in the Boggards of Brinestump marsh and my own personal writeup on Chopper's Isle.
Have you checked the Community Created Content thread? Alot of good material in there. Edit: I had Ironbriar pay the pc's to investigate a "murder scene" where he had unleashed a dire tiger from the zoo. After locking them in with it he had a body at the scene and told some townguards that there were some evil adventurer's breaking into houses and wanted for murder. Guards show up, pc's think they are in someone's pocket fight breaks out and they are now guilty of killing a bunch of townguards over a miscommunication. It was ugly. When I gmed through RotRL there was a Community Created Content thread, I saw the one for a 6 player conversion, but I figured this would be a good place to drop mine so its not lost in the infinite archives of doom. Area Modification to Nomen Heights - Location R. Its a chase scene with a monster fight at the end. Collossal Chase:
Area R – Linnorm’s Grave CR9 Backstory
Summary
Description of Event
Perception DC20 – The swirling clouds above the linnorm have a slight red hue, there is a powerful necromantic spell effect hovering over the linnorm as it moves. Close observation is a pale red eye that shines like torchlight. Linnorm Statistics: 80’ Long, 15’ Wide, 20’ Tall; Chase cards should be arrainged in a line from skull to Tail. Moves 40’ per round, double moving at 80’. Treat Krukjalfvir as an unintelligent colossal object, similar to a mountain for the purposes of this scene. Its movements are guided by the Elemental in its skull. Given enough time, the negative energy fueling Krukjalfvir will form sentience on its own. Skull, Neck, Neck, Shoulders, tail, tail, tail, tail end (Start of Chase). Tail End – Swiping Tail Acrobatics DC 10/Perception 25
Chase Rules: Follow all the normal rules for a chase (Game Mastery Guide pg. 232) with faster characters getting bonuses of +2, per 10 feet above base 30, flight still grants a +10, but receives a -4 due to heavy winds. Failing any check by 5 or more sends the character rolling back a card and takes 1d6 falling damage. Shortcuts: A character can shortcut and try and get on another part of the linnorm from the ribcage back, but add a +10 to the difficulty. Necromatic Font – Each Necromatic Font appears as a 3’ diameter mass of raw swirling bones and negative energy that inside can be seen a purplish unblinking eye. Each font grants the reainimated Krukjalfvir fast healing 10 and a cumulative DR5/Cold Iron. The font itself has AC21, HP: 45, fast healing 1, DR10/Cold Iron, Immune to Electricity, Mind Effects, Death Effects; Saves +6, Acid and Fire resist 10. Unarmed attacks on the Necromatic font inflict 1d4 negative levels DC18 Fortitude to negate. Each font spews forth 1d4 negative energy bursts every round which unerringly strike anyone within 30’ for 1d4 negative energy damage each. Spells and effects that emit light deal 2d6 damage every round to a font as well as positive energy deals double damage. Gusting Winds: The area around Krukjalfvir is under the effects of a windstorm and makes ranged attacks impossible in the area. Flying (-4 due to heavy winds) becomes very hazardous as bones and debris are being flung everywhere failure on a fly check by 5 or more results in 2d6 damage from debris. Along for the Ride: Any character may choose to stay in position by making a Ride Check DC 10. Characters using ranged weapons may choose to fire on up to 1 adjacent section away at a -4 penalty due to the wind. Spellcasters may additionally cast spells on adjacent sections if they can pass a defensive casting test. Chaotic Magical Firestorm : The powerful necromantic energy reacts strangely with the bones of the linnorm, every 1d6 rounds a gout of flames envelopes the windstorm dealing 1d6 fire and 1d6 negative energy damage to everything between 1d6x10 and 1d10x10 feet of the linnorm. The firestorm is accompanied by an area of red hued overcast that blocks natural sunlight as per control weather.
Nikos was the pirate lord in Issia who surrendurred to Choral bloodlessly and he married her (his daughter) into the ruling family (Choral) so that the noble house of Surtovas could maintain a position near the crown. In effect, Choral's *spoilerific* children were half Surtova, though they carried the name Rogarvia. Basically they were just really close to the throne and the Surtovas were politically aligned to be the stewards of the kingdom by historical marriages. Page 67 of Book 1 has a number of rumors you could give him in regards to the dissappearances of the Rogovarias. Almost all of my PC's are noble born from various houses. I like your ideas I'm just unsure about the timing with V's awakening. I haven't run the beginning of AP3 yet, we are in that span of time between 2 and 3. I think it could be equally usable that, N bargained for some of V's jars and presented them as gifts in a single night to all of Rogovaria's bloodline. That would have been 20 years ago, I know it says that V had a troubled slumber, maybe N visited him in his dreams and bargained to trick Wilas into accidentally breaking his wards in exchange. Spoilers Book 3/Metaplot Did anyone think about the similarities between the sudden disappearance of house Rogovaria and the Varnhold. It just seems like there should be some creepy old guy with a twitching eye somewhere talking about doom and gloom spouting wild theories about House Rogovaria and Varnhold. The only thing I see that I wouldn't let my player's have is the alignment's of the members of the noble houses, the king, and the queen. Everything else looks ok. If he wants the info he should take knowledge history/nobility. Also alot of that information is going to be considered rumor and non concrete facts, especially if you decide to run any of the variants in book 6. Personally I'd give him information pertaining to his house, but as I saw most of the info looks like the same stuff in the player's guide. I modified the encounter a bit, by the time my group encountered the Dancing Lady they had killed the modified quickling and the grimstalker. Out of my 6 PC's two were female, they both made their saves and spent the combat throwing the boys down the stairwell to break her spell. Since the party was large I let her maintain her ability even while draining helpless victims. It was ugly, but no-one died. Probably helped that all but 1 passed their insanity mist save. With some revisions: Area R – Linnorm’s Grave CR9 Backstory
Summary
Description of Event
Perception DC20 – The swirling clouds above the linnorm have a slight red hue, there is a powerful necromantic spell effect hovering over the linnorm as it moves. Close observation is a pale red eye that shines like torchlight. Linnorm Statistics: 80’ Long, 15’ Wide, 20’ Tall; Chase cards should be arrainged in a line from skull to Tail. Moves 40’ per round, double moving at 80’. Treat Krukjalfvir as an unintelligent colossal object, similar to a mountain for the purposes of this scene. Its movements are guided by the Elemental in its skull. Given enough time, the negative energy fueling Krukjalfvir will form sentience on its own. Skull, Neck, Neck, Shoulders, tail, tail, tail, tail end (Start of Chase). Tail End – Swiping Tail Acrobatics DC 10/Perception 25
Chase Rules: Follow all the normal rules for a chase (Game Mastery Guide pg. 232) with faster characters getting bonuses of +2, per 10 feet above base 30, flight still grants a +10, but receives a -4 due to heavy winds. Failing any check by 5 or more sends the character rolling back a card and takes 1d6 falling damage. Shortcuts: A character can shortcut and try and get on another part of the linnorm from the ribcage back, but add a +10 to the difficulty. Necromatic Font – Each Necromatic Font appears as a 3’ diameter mass of raw swirling bones and negative energy that inside can be seen a purplish unblinking eye. Each font grants the reainimated Krukjalfvir fast healing 10 and a cumulative DR5/Cold Iron. The font itself has AC21, HP: 45, fast healing 1, DR10/Cold Iron, Immune to Electricity, Mind Effects, Death Effects; Saves +6, Acid and Fire resist 10. Unarmed attacks on the Necromatic font inflict 1d4 negative levels DC18 Fortitude to negate. Each font spews forth 1d4 negative energy bursts every round which unerringly strike anyone within 30’ for 1d4 negative energy damage each. Spells and effects that emit light deal 2d6 damage every round to a font as well as positive energy deals double damage. Gusting Winds: The area around Krukjalfvir is under the effects of a windstorm and makes ranged attacks impossible in the area. Flying (-4 due to heavy winds) becomes very hazardous as bones and debris are being flung everywhere failure on a fly check by 5 or more results in 2d6 damage from debris. Along for the Ride: Any character may choose to stay in position by making a Ride Check DC 10. Characters using ranged weapons may choose to fire on up to 1 adjacent section away at a -4 penalty due to the wind. Spellcasters may additionally cast spells on adjacent sections if they can pass a defensive casting test. Chaotic Magical Firestorm : The powerful necromantic energy reacts strangely with the bones of the linnorm, every 1d6 rounds a gout of flames envelopes the windstorm dealing 1d6 fire and 1d6 negative energy damage to everything between 1d6x10 and 1d10x10 feet of the linnorm. The firestorm is accompanied by an area of red hued overcast that blocks natural sunlight as per control weather. Sounds like a great start, just make sure that characters like the bard, who I would envision as a agent of espionage, have a way to fast talk their way out of situations. I would suggest taking a look at the River Nations kingdom building guide, it might give you some neat ideas about the ruling class, concrete numbers on militia, and some rules for mass combat. Most guards and soldiers are going to bet between level 1-6, with lower level guys getting the crappy shifts like prison guards. You might want to work something out where a thieves guild is also offering help getting people out for a fee or some service at a later time, Godfather style. There should be plenty of historical references for occupied cities, I'd suggest something like the Russian occupation of Berlin after WW2, or maybe something more brutal like in the Hunger Games. Sounds like you are off to a great start, also don't neglect to look at the Game Mastery guide, since there aren't alot of humans in the Bestiary, there are a ton of pre-statted npcs. Things like escaping through the sewers could be fun too. You could probably draw alot of material from Council of Thieves and Curse of the Crimson Throne adventure paths to use as filler and side stuff. @Courtney! I'm guessing just give a CR9 to the whole thing, the Huge Elemental is 7 and the font's are a minor threat, but the chase scene means they might come in staggered. The environmental hazard of the Chaotic Firestorm is fairly avoidable, it just keeps people from firebombing from afar, plus it has great visuals. I might even have it animate small burning skeletons in its wake, just as a "hey deal with this" thing. I just use level up points in my game. @PJ Well I was looking through another AP I mashed up with Kingmaker (SD) and there is an instance where there is an environmental challenge that isn't a boss fight. It inspired me! Second Darkness AP2:
I dropped the Devil's Elbow island from Children of the Void into the Silversheen Lake and had the event from AP1 happen there. But the environmental hazard was the Rolling Tower, which IMHO is awesome, my players were talking about it alot. Though they complained that SD is a alittle linear for them. Thanks for the compliments! My group of PC's is usually 5-7 people, depending who shows, so I have to find strange ways to challenge them. Concern about Heading:
Concern about Player Inventiveness:
Now I just need a really cool description about how clouds begin to swirl, strange colored lighting flashes, wind roaring and rising up, with dust flying everywhere and the ground trembles as the bones wrench themselves free combining around three dark voids that crackle with necromatic energy, it burts into existance with a gout of flame and a wave of black energy. Edit: I had debated adding in a description about how all the joints and pieces of the thing appear to be held together by various ghosts and wailing undead, but I wanted my PC's to jump on the thing and not be to worried about touching it. I didn't add haunts or any extra battles to it because the party would be split. Though I could see where a DM might want to replace one of the SKILL challenges with a CMB challenge where they could bull rush a rising undead made out of mammoth parts off of the thing... Just make it a CR5 CMD of some undead. Also the PC's might not be absolutely sure that V is behind everything yet, so I left it a little vague on descriptions. They still might believe that they triggered a Nomen Centaur curse. Another tie in I'm using is that when one of my pc's died he was raised mysteriously by one of my players (who is the daughter of Sarenrae, making her a demigod, without the powers), but this angered Pharasma so he bleeds from his fingernails and if you read the story about Armtag, he did something similar so he was cursed by Pharasma with her Aeons. The fonts are loosely based on the Bodak, if people need some saves for them. Mounts chasing the thing: Just remember the fire burst will appear ahead and behind the linnorm so mounts might be running through burning grass. Here's my alpha writeup on this craziness. Area R – Linnorm’s Grave Backstory
Summary
Linnorm Statistics: 80’ Long, 15’ Wide, 20’ Tall; Chase cards should be arrainged in a line from skull to Tail. Moves 40’ per round, double moving at 80’. Treat Krukjalfvir as an unintelligent colossal object, similar to a mountain for the purposes of this scene. Its movements are guided by the Elemental in its skull. Given enough time, the negative energy fueling Krukjalfvir will form sentience on its own. Skull, Neck, Neck, Shoulders, tail, tail, tail, tail end (Start of Chase). Tail End – Swiping Tail Acrobatics DC 10/Perception 25
*Treat the Skull/Ribcage as a 20’x 10’ platform that gives Improved Cover to those inside.
Chase Rules: Follow all the normal rules for a chase (Game Mastery Guide pg. 232) with faster characters getting bonuses of +2, per 10 feet above base 30, flight still grants a +10, but receives a -4 due to heavy winds. Failing any check by 5 or more sends the character rolling back a card and takes 1d6 falling damage. Shortcuts: A character can shortcut and try and get on another part of the linnorm from the ribcage back, but add a +10 to the difficulty. Along for the Ride: Any character may choose to stay in position by making a Ride Check DC 10. Characters using ranged weapons may choose to fire on up to 1 adjacent section away at a -4 penalty due to the wind. Spellcasters may additionally cast spells on adjacent sections if they can pass a defensive casting test. Necromatic Font – Each Necromatic Font appears as a 3’ diameter mass of raw swirling bones and negative energy that inside can be seen a purplish unblinking eye. Each font grants the reainimated Krukjalfvir fast healing 10 and a cumulative DR5/Cold Iron. The font itself has AC21, HP: 45, fast healing 1, DR10/Cold Iron, Immune to Electricity; Acid and Fire resist 10. Unarmed attacks on the Necromatic font inflict 1d4 negative levels DC18 Fortitude to negate. Each font spews forth 1d4 negative energy bursts every round which unerringly strike anyone within 30’ for 1d4 negative energy damage each. Spells and effects that emit light deal 2d6 damage every round to a font as well as positive energy deals double damage. Gusting Winds: The area around Krukjalfvir is under the effects of a windstorm and makes ranged attacks impossible. Flying (-4 due to heavy winds) becomes very hazardous as bones and debris are being flung everywhere failure on a fly check by 5 or more results in 2d6 damage from debris. Chaotic Magical Firestorm : The powerful necromantic energy reacts strangely with the bones of the linnorm, every 1d6 rounds a gout of flames envelopes the windstorm dealing 1d6 fire and 1d6 negative energy damage to everything between 1d6x10 and 1d10x10 feet of the linnorm. Edited a few times. Need Input!!! I'm intending to have the players approach the tomb as V releases his dread zombie army, one of those, "the sky gets dark and lighting crackles across the sky moments" and zombies pour out. But just to foreshadow this I'd love to have the Linnorm rip itself free from the ground as they are exploring the hex. Make it one of those epic moments... something unique. The burning skeleton template looked promising. A skeletal mammoth army.... is there some creature that is just a conglomeration of walking bones? Edit: I'm thinking I might try and go shadows of the collosus or god of war moment here and use the "chase" rules for them to run up the massive creatures body to do battle with something on its heads animating it..... to cheezy? Maybe have haunts along the way. Did anybody think about possibly having Vordakai animate dead this Linnorm Skeleton? It says its of immense size, so I'm guessing it might be collossal. My players are a big fan of the mass combat rules, I'm debating having V raise it and it be so ginormous that they might bring an army to fight it. Are there any other good undead spells/things I could use with this skeleton if the PC's themselves fight it? Specifically looking for an intelligence template or something around their level that would be interesting. Character death is an important part of the game, if you remove death as an option for failed rolls, bad decisions, poor planning, or just bad luck you remove alot of the fear and wonder players will experience as they explore. My players enjoy a good fair character death, it adds drama and gives a chance for someone to play something new or even come back with fairly inexpensive spells like Reincarnation, Raise Dead, or Ressurection. You can even use it as a story device by inventing whole new plots where someone mysteriously returns from the dead. Anways,if you want to nerf the haunts that works too, but the trick to using them is to describe them in great detail. Maybe add some extra horror elements by whispering to the player what is about to happen and then let them speak in character but they have no control over their body. It gives the other players a chance to be heroic and horrified. In game there are alot of combats, sometimes they aren't life threatening but provide alot of fun. Othertimes there are life threatening situations where the luck of the dice and quick thinking determine the course of a character's life or the plot of the game, those moments can become your player's most memorable moments when years from now you sit around talking about "that time when". In my game, I needed some form of movement to happen with the possible rebellion. So I'm having the Surtovas accuse the people in the land of the Orlovskys of sedition and plotting a rebellion after overwhelming taxastion didn't work and then instituting the Hunger Games in their territory. Its definitely extreme, but I don't see it as completely out of character for Natala. My players like the movie, one of them has family in the region. And its sure to stir the pot. About half of my group is pro-Surtova and the other is undecided, so I think they got the wrong impression from the player's guide. This might sway them some, plus one of them is a Surtova bastard. Thoughts? I said the whole thing about punishing the players, because it was the title of the thread. I'd give the players a wide berth, I'm betting said criminal resisted with deadly force. And in the future I would specify in the bounties that any ill gotten gains by a fugitive were bonus bounty money. C'mon the guy was on the run obviously. Call it an incentive to turn himself in, he didn't so he looses his implements of escape. Also it sounds like you have alot invested in this npc, my advice as a dm is let the players win some. Don't get to attatched. If you start pulling away player rewards its not going to be as fun for everyone. Its not the DM's purpose to punish the players. You are there to give them a world to interact with. Do the guards care about the possessions of the fugitive? Does the fugitive really care about his gear this much right now? Is he fearing execution? You've got a trained group of adventurers hunting down people that the local authorities either don't have the skill or manpower to handle. Why would the local authorities want to nickle and dime them? Call it a bonus and move on. If OOC you are having problems with too much loot, have them chase down monsters not people. PC1: Yep guys I think its time to fire the crafter...
Edit: Crafter: But I can make better stuff! So your head doesn't get cracked.
Note to GM
Adventure Background
Adventure Summary
More soon!!!! Yeah I don't use xp either, you can search the archives under each AP, for this result I used "level up points". I also used this one as a guide when I ran the AP. Sean Mahoney wrote:
Ignorance isn't a reason for an alignment shift. Her intentions are good and she is displaying compassion for life, not greed or any kind of personal gain. Now, as I remember it the devil was severely weakened and had permanently lost a ton of levels. Obviously its going to need something on the order of a wish or a miracle to bring it back in any short term. What I would do? I'd leave a telepathic link open between the two so that they could converse. Devils do trade in souls and evil pacts and the best way to get one started is to have someone gullible think they are your friend and a high level PC would be a great ally. Now of course the devil itself may have other allies in the outer planes and news of its return could cause old pacts to reawaken ie. its servants and for all purposes its still looks like a pit fiend. So it could barter out its services to the PC in exchange for sacrifices or a binding contract. Heck, you could even have it reversed and have the pit fiend call upon the PC for aid! I mean this of course could just be some kind of plot to get the PC believing that the pit fiend really needs help, but is actually a plot to get the pc deeper and deeper involved with it. Take a look at the Succubus, its got the profane gift it gives its minions, you say some of these players aren't power gamers? Try that out, give the PC the profance benefit in exchange for a future favor. I'm meshing Kingmaker and Second Darkness right now, with an emphasis on Kingmaker. I don't use XP in any of my games, I just set level up points in the game, by the recommendations of the GM's who have played through them and the guidelines in the adventure. I've got an outline in the Kingmaker forums that I will be adding to over the next week or so. Or follow along with our group at, Adventure Logs:
http://www.obsidianportal.com/campaigns/kingmaker-lures-of-majesty I'm already running a plot where the Winter Council is interfering with the Grand Diplomat, she's an elf and she's trying to get more elven culture into their society. Of course the Winter Council wouldn't like that. Not quite sure where this is going yet, I'm probably going to leave out the underdark section... Ideas? So at the end of RRR I've decided to mesh in large parts of Second Darkness into the campaign. The only real rule is to keep all the locations within the Kingmaker setting. Luckily, I had just enough time to squeeze in some of book 1... This is a work in progress. Important Locations:
*I know its kind of hard to rip the city from where it is, but it works and to have a lone lost city at war. I'm sure this could cause some problems with them and Kyonin if they tried to take it. I definitely want to add some more "stuff" to the nomen heights map so it might be beneficial to add something in the surrounding hexes. It needs to be far from Restov, but I don't think it hurts the story. II. Rivers Run Red
Yes, last night my players clashed with the armies of Hargulka narrowly pulling out a win with negotiated help from Maegar's horsemen. The trolls sent small groups of goblins to block the roads and scrags up the river and attacked their capital from their piers, while another larger force waited to the west. The combined forces of the player kingdom's large army of sootscale kobolds and men and the horsemen barely defeated a 50 man army of trolls. Yes I made it tough, lol. Hargulka seeing the armies combined opted for a retreat so that he could fight them on his home ground, not outside of their capital, knowing that such a small kingdom would be bleeding from their treasury to host 2 armies. They followed him to his wilderness encampment and narrowly defeated him along with his green dragon. Kingmaker may have some additional rules, but wow it is an awesome game. It really is one of the easiest to run adventures I've done, and even the kingdom building is simple. Even better is that there is the Book of the River Nations book, that she can just hand the PC's and virtually it will run itself. Rise of the runelords is great and if you pick up the hardcover that'd be a good one to run and with no conversions should be a breeze. My group loved just about all of it, especially the early books though. Runelords can be complicated in spots, but the story flows well. Definitely no to Second Darkness though. I'd mine it for ideas, but from what I've read and asked about it, its somewhat broken. IMHO I did start running the Curse of the Crimson Throne and it has some really neat stuff in it, seems dungeon heavy but fun, has some great politicing. My vote is for kingmaker I'm running that right now. And if she wants to see how it might go she can look on my player's adventure logs here:
The player loves the idea, especially since it ties so much into her background and brings it into the main plot. Everything from the threat of Treerazor to the problems with her father the ambassador are things she wrote up, additionally since another player is playing her half-brother he is getting involved as well. As far as the drama of owing a demon a favor, it makes for great roleplaying and in the meantime she gets the profance bonus of being tied to a succubus and I always have an npc to chime in with, even when they are out in the woods. As far as choice, the players took the disguised half elf at face value, something they haven't done with many other npcs this game, especially ones with magical spells they have to free them from. She could have refused the favor and even more she asked for the elf to help her father from the large political game he is in. Even moreso, there's actually no binding agreement here the demon is just another villian. I've got to say the Book of the River Nations for sure. Its got alot more detail in it, uses almost all the same rules, and provides a book you can hand your players to reference without spoiling anything. My group has been asking for some dungeons so I've made a number of locations into crawls adding monsters and traps. The only other thing I can recommend is have your players read the player's guide and write up at least a 1 page backstory tying them to the region in some way. Oh and make sure you at least introduce the players to Maegar Varn, one of the charter groups before they all go their separate ways. I had my players meet him in a gaming hall in Nikta's Crossing and gamble for a unmarked map of the region. It just simplifies the mapping for me. I also spooked them by having a street peddler offer to take a card out of his Things of Many Deck, of course it was a con artist promising future omens. Note that book 2 gives you the map of the initial journey from Restov to Oleg's Tradepost. I had only read book 1 and had a misconseption about the location of Restov. My players also particularly like that I'm using the weather rules, I have them roll for weather everyday. And I made it a cold environment so its more like their favorite show Game of Thrones, so everyone bought heavy weather gear and furs. A few of them were really interested in the mass combat rules, so I introduced that at the end of book two with DM Dudemeisters troll kingdom stuff. Other than that google an image of the river kingdoms so you can figure out what borders what. Read up on afflicted lycanthropy, my players got all freaked out over it. Its really not that scary, but it can be a pain. Lastly, I let my players roll rumors from neighboring regions, just take care not to spoil the timeline of events. But they did like hearing about how Drelev is going to war with the Tiger Lords and how Maegar had a skirimish with some centaurs. The rumors are found near the end of each book. My Kingmaker Group:
http://www.obsidianportal.com/campaigns/kingmaker-lures-of-majesty
|
|||||||||||||||||||||||||||||||||||||||||||||
|
