An Eberron / Kingmaker stand in


Conversions


I'm running a campaign that is starting out in the Eldeen Reaches, but really has nothing to do with Kingmaker. The question I have for the community is this. Do you guys think that the first Kingmaker module, The Stolen Lands, would make a decent stand-in for the Northern Eldeen Reaches? I will have to change some things, but my party will be searching the area for an object that fell from the sky. I thought the treks & quests in that module would be a great way to try to trade services with the locals, so to speak, to get help finding this object.


I used Q'barra when I ran KM. Since Q'barra is not recognized as a nation, and I made it so that the nation only controlled a party of the area that is listed under its control on the map.

The rest was to be settled by the PC's. The eldeen reaches is already controlled druids, and others who don't care about civilization, and while it is not a nation in a true sense of the word I think any invading force can be dealt with. Of course as a GM you can say they are less organized, and powerful in order to make it work, which is what I would do.

Seeing as how nobody would own the area in the case anyone can try to "settle" the land and no charter would be needed, but the players efforts could come to the attention of a nation, and the players could make a deal in exchange for BP.


My Eberron geography is quite blurry and I don't have maps at hand, but it would work fine I think.

You could take most of the locations/encounters in Kingmaker 1 and 2 and reuse them without too much trouble. Mainly changing locations and flavour where appropriate, mostly.


wraithstrike wrote:

I used Q'barra when I ran KM. Since Q'barra is not recognized as a nation, and I made it so that the nation only controlled a party of the area that is listed under its control on the map.

The rest was to be settled by the PC's. The eldeen reaches is already controlled druids, and others who don't care about civilization, and while it is not a nation in a true sense of the word I think any invading force can be dealt with. Of course as a GM you can say they are less organized, and powerful in order to make it work, which is what I would do.

Seeing as how nobody would own the area in the case anyone can try to "settle" the land and no charter would be needed, but the players efforts could come to the attention of a nation, and the players could make a deal in exchange for BP.

You missed the point of the question. I am not running Kingmaker. I want to borrow some stuff out of Kingmaker.


For wilderness exploration as well as showing the various aspects of the Eldeen Reaches I think the first two Kingmaker modules work very well in Eberron. Take what you want, because there are ideas a-plenty. Particularly you can use the various Eldeen Ranger factions if you want as there are at least four if I recall correctly - one of which (The Greensingers?) are attached to the Fae.

There are also pockets of demon infestations in the Reaches if I remember correctly which you can use a lot of hooks with.

If your question is "Would this work in Eberron?" then my answer is "YES!"

Are there any more specific queries you have such as where to fit in particular parts or events from the modules? Any parts of Eberron you want to make sure gets used?


I was just double checking my thoughts on this. I was thinking the exploration format of the modules would be great for searching for something, also. It also gives depth to the area that WotC just didn't seem to do for the wooded areas.

I found a campaign hook idea that makes for a great substitution for the bandits in the module. The Blood of Vol, or it might be the Emerald Claw specifically, has set up in the Reaches.

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