Advice for Varnhold Vanishing – Book 3 Spoilers and adventure mixing. So! Hello everyone in the Kingmaker forums. Back again for additional advice and suggestions. My group simultaneously finished up their first year of running their kingdom and Book 2. I’ve recommended (as per the book) that the PCs take anywhere from 1 to 5 years of running their kingdom before we jump into Book 3. Book 2 lasted a whopping 28 sessions compared to the 11 of the first book. While I feel there is a lot to cover in Book 3 I’m attempting to condense the events while also including a number of additional pathfinder modules. So let me set the stage. First off, my PCs each have two characters that make up the majority of the ruling council of their country. Close to half of these PCs will have Cohorts by the time we’re through Book 3 (currently 4 PCs have Cohorts with at least another two planning on picking it up in the future). This enables me to do some interesting things…such as have one group go off into the wilderness to explore and move the story forward there, while another group stays behind and deals with plot in their capital city. The Plot Threads Thus Far
As the years pass and the runes slowly found and either broken, mishandled, or moved it will crack the seal enough that Rhoswen can break free back into the material plane. Changes to Rhoswen: Like many in the Kingmaker forums I am making Rhoswen the forgotten daughter of Nyrissa, who was punished as a very young girl (physically 10-12 years old) by the First Council shortly after they tore out Nyrissa’s heart. To see if they had truly removed ‘love’ from Nyrissa they announced their plan of eternal solitude in a demi-plane in front of her to see her reaction. Satisfied with her cold unmoving face they dragged the girl to Candlemere and carried out the sentence. Tens of thousands of years in solitude has shattered Rhoswen’s psyche, making her simultaneously a broken hearted child and the adult manifestation she created to help deal with her psychosis – the Queen of the Felnight. (Combat Wise this will be a literal split, while the adult Rhoswen confronts the PCs her shadow will be the child Rhoswen able to act independently. Most likely with separate builds as well) So! My grand plan is to mix and match events from the following modules to add to the plot of Book 3. Home Events
Realm of the Felnight: This will be skipping a lot of the build up (replaced with Carnival) and contain only the confrontation in the castle. Exploration/Standard Plot of Book 3
Crucible of Chaos: Not only does it take place in a jungle, but it’s connected to giants. I am torn between either replacing Vordakai’s standard dungeon with this place, or making the buried flying city a location Vordakai is moving towards making it a race to get there before the PCs. While the city would largely be non-functioning for many years…Kingmaker is the perfect AP to throw in this kind of caveat and still be able to do something with it. And it would eventually allow the PCs the opportunity to add a Flying City to their Kingdom. Thoughts? Suggestions? Is it trying to throw in too much at once for a single book?
pennywit wrote:
Yes. All of the yes. You should definitely do this. Classy villains are always fun, especially if they're expected to act like a hulking monster. For fun examples there's the line "You do know what those who underestimate tigers say don't you?" "No, what?" "Oh god help me I'm being mauled to death by a tiger."
Tentative stats for the Big Bad Wolf OR "Making Mythic Story Monsters is fun but hard." I wanted to approach this character from the standpoint of most stories that it would appear in. Little Red Riding Hood of course, The Three Little Pigs, and other cautionary tales such as Peter and the Wolf. The main disctinctions that came to mind were...
Mythic Abilities (Mythic Rank 6)
1. Greensight 60 ft. (Just makes sense for tracking people through the woods.)
Unique Weapon
Mythic Weakness: Fae love stories. They love the spreading of tales from the mouths of mortals because it gives them strength. The more people that know or interpret legends and stories add to the belief that powers these unique fae that sometimes spawn from those stories. This path to power however is a double edged sword. All Mythic Storybook characters are permanently attached (almost as if spiritually chained) to the *first ever written version* of their own story. Words carry power, and by writing down what this Fae is and how it behaves gives it greater strength, but also permanently binds it to this interpretation in some fashion. It is the core of its being, and while later interpretations may allow the Mythic Storybook character to change part of its nature - it will always remain true to the original interpretation. If this Book was somehow found and re-written (in whatever the original language was of course) it can affect the very soul of the creature. Destroying the Book will similarly remove its Mythic Subtype and all Mythic Abilities, making it a normal creature of its type. In addition to its humanoid form, the BBW is able to take the shape of a Wolf, Dire Wolf, or Huge Sized Wolf as a standard action at any time it chooses. Thoughts? Questions? Criticisms? All are welcome.
Alright, so my players are about 1/3 of a way into the events of Rivers Run Red and one of the goals of my Kingmaker In Eberron game has been to emphasize the Fairy-Tale aspect of the Adventure Path. Nyrissa is in large part (to me at least) a tragic fairy tale character that was cursed by the other High Fae. When Briar was created and Nyrissa became aware of the 'prophecy' that would eventually kill her what she was actually doing was being written into a Fairy Tale. My PCs unbeknownst to them (so far) are also regular mortals that will be weaving their way into the story until their final confrontation with Nyrissa. I've been making ample use of the 6-player conversion as well as many of the other suggestions here on the Kingmaker page (you guys are awesome btw). Anyways, the first "Set Event" involving Kundal the afflicted werewolf provided me with an opportunity to make things a little more Fairy Tale-ish rather than have it be a standard werewolf. Part of my approach to this was due to my game being in the Eberron setting where Lycanthropes of all flavors are considered to be fairly rare after a Crusade nearly wiped them all out. Rather than have it be a standard werewolf I decided to throw in a few elements to make the situation more...interesting. "The Big Bad Wolf" is in fact a Unique Fae that has the ability to infect people with its 'disease' much in the same way a True Lycanthrope can - however it comes with some varying abilities and powers that I added onto the 6-player Kundal conversion to throw at my players. This is by no means a complete monster template to add onto anything, just a few changes that struck me as being fun and interesting to add onto an encounter. Balance was not intended or sought after in these changes. I'll Huff and I'll Puff All Big Bad Wolves have the ability to puff themselves up (appearing a size category larger while they do so) with air before releasing it as a viciously powerful wind. The current version of this afflicted wolf was able to use Quickened Gust of Wind as a Spell-like ability. Anything equal to or smaller than the size of the Big Bad Wolf counts as Small Size for the purpose of the difficulty of walking through the wind or being knocked over. And I'll Blow Your House Down All afflicted Big Bad Wolves gain Power Attack and Improved Sunder and deal double damage to all unattended objects (such as houses). But Grandma what Big Eyes you have Big Bad Wolves have an innate ability to sound like someone their intended victim would want to see. An elderly relative perhaps or the voice of a friend from their childhood. This acts as a suggestion effect intended to draw the victim off the beaten path and into the wilderness where it can be attacked and dragged off to be eaten. The Hair of your Chinny-Chin-Chin One of the more disturbing powers, this is really more of an innate effect of being hunted down and eaten by a Big Bad Wolf. Depending on how long the creature is hunting you, and how afraid the victim is they begin turning into a pig. Both victims (the shepard boy and the maid of the inn) had some of their internal organs transform into pig organs which my players discovered through an autopsy. Some of the 'sheep' that were eaten by the wolf as well were similarly found as fully changed pig carcasses.
While being an afflicted Big Bad Wolf can be 'cured' the same way as normal Lycanthropy, the curse/disease is more powerful and never be truly removed without a Wish or Miracle. To keep the disease at bay the infected can never ingest meat again for as long as he lives. So my players face the moral dilemma of curing the poor killing machine, and they did. But now they are concerned that there is an original creature out there somewhere that seemed to intentionally infect someone and send them into their town to cause mayhem. So the posse is getting rounded up to go hunting the original Big Bad Wolf in my next session. I have a few options in this case. Most of these involve making this wolf a 'mythic' monster. 1. Considering that it is a storybook character I have considered making the Wolf an ally of Nyrissa - possibly a recurring villain that could be faced in Thousandbreaths in Book 6. I would likely pump up his abilities in this case so it would be highly unlikely my group could currently face off against him. 2. Make this a memorable one-off encounter. Have a slightly scaled down but beatable Mythic Big Bad Wolf fight in the forest to save their town. This would be the easiest thing to do but I'm not sure how satisfying it would be. 3. Make him the villain of book two. Replace Hargulka and the majority of his forces with The Big Bad Wolf. The motivations could remain largely the same in a "You don't belong here" kind of way. I'm not sure if replacing Trolls with Werewolves would be balanced but it could make my players much more invested in dealing with the problem since they haven't officially met Hargulka yet. Since the Kingmaker forums have been awesome to me this is just a small attempt to give back to the community. Please let me know if you have any questions or criticisms - definitely looking for some feedback before my next session (which will be Tuesday the 4th of February).
I look forward to hearing how the encounter goes Pennywit. I really like #4 here as well, and plan to use a similar situation. The last moments of Hargulka that I am planning involve a similar "Did you really think I would bet the soul of this country solely on the outcome of a fist fight with you?" in kind of a Joker-at-the-end-of-The-Dark-Knight kind of way. Then flash to the citizens in the capital city seeing a form moving through the nearby trees snapping them as they move (though I am sorely tempted to pull an "Attack on Titan" moment over any city walls they have.)
Hello fellow Kingmaker fans. So my group is just starting Rivers Run Red and we are working on the kingdom building rules for about a year before jumping back into the game. During this year of settling their land, there are hints that I want to slowly drop on my players to build evidence towards 1. Zuddiger's Picnic and its importance
My hints in this case are coming in the forms of dreams for two of my characters so far. While I plan to eventually give dreams to all of my PCs only two have shown themselves to be easy to write for so far. But before I get to that, the reason for the title of this thread. I like the idea of Zuddiger's Picnic. And I really have found the fan art of the book that has been created to be a wonderful instrument for furthering the story. I intend to use both versions of the story - the light fully colored children's book version (and I apologize for not looking up the creators names before starting this thread) for when the players discover the old book in its publicated form, and the dark creepy wood block prints of the *original* version of the book from Karn Zuddiger himself if they track down his old publisher. So to create this scenario I wanted to add a bit of background to Karn Zuddiger and the Zuddiger family. While my current game assumes the world of Eberron which has a somewhat more advanced civilization than standard Golarion, I hope that this can be edited rather easily to fit anyone elses version of Kingmaker. The Story of Zuddiger Publishing
The secret to the Zuddiger family’s inspiration is their bloodline dates back to a connection with the First World, and they would often have dreams or inspirational bouts of madness that would allow stories or creatures to be captured with words and pictures. This was never discussed publicly or openly even among the eldest of the family, though a reason for the secrecy was never given. Famous titles of the Zuddiger family include…
Karn Zuddiger, unfortunately the last of his line as he had no surviving descendants, passed away nearly 40 years ago. Two years before his death, Karn was exploring Xen’drik with a hired expedition looking for inspiration for a new children’s story – trying to get away from the onslaught of war propaganda that had filled the newspapers and libraries to justify the ongoing war for succession in Khorvaire. The message changed by country but the players all remained the same. In one book the heroic Aundairian Legion of Dragonhawk Riders would foil the plot of the evil Cyran Nobility. In another the Aundairian Wizards were attempting to destroy the Cathedral of the Silver Flame, only to be thwarted by a small squad of Silver Flame faithful. All of it was about death. About murder. Karn hoped to find something beautiful and primal in Xen’drik – and he found it. A rare convergence of the planes created a gateway that Karn slipped through by accident…finding himself in the realm of Thousandbreaths. There he met the exiled queen Nyrissa. Days later Karn re-emerged unharmed from the fae realm…but the man was possessed of a passion once back on the material plane. Karn returned to Khorvaire and spent the next three years working on his next bestseller while ignoring any and all other projects that he was charged with writing. The business was going bankrupt, everything hinged on the last Zuddiger’s “Story to end all Stories”. A week after the final extended due date, Karn’s friend and publisher went looking for him…and found his home in tatters as if a storm had hit it. It’s said that only Karn’s closest friend and publisher ever saw the room where the original wood block prints were created. The contents found within were never revealed to the public. Karn Zuddiger was found later that day at the site of a murder, captured, deemed insane and sentenced to death. There were several murders committed by Karn that day with nonsensical images painted on nearby surfaces with his victim's blood. (In the original text in Book 6 it mentions a murder was performed each week until he was caught, either timeframe is viable. This change was largely to show that the events while horrible, were swallowed up and forgotten by the ongoing events of the war being more important. While the murders were scandalous for weeks, perhaps even months, by the end of the year people had moved on through necessity.) The murders were largely covered up, the scandal of a beloved book author becoming a mass murderer was moved to the back pages of local papers as the news of the ongoing war consumed the daily lives of the people of Khorvaire. Karn was quickly forgotten. The publisher performed one last act for his friend, to leave a small drop of light on the blotted end of Karn’s legacy. The business’ accounts were settled, the employees laid off, and one final book given a limited run to appease the investors of the company. One last children’s book – changed drastically from the original woodblock prints found in the dark soot stained room within Karn’s home – was released in a limited run. “Zuddiger’s Picnic” The prophetic images within have gone unknown in the world for over four decades. That's what I have so far. Thoughts? Now to the dreams I have for my PCs so far. The first dream is for the Ruler of the Kingdom. It's meant to be a part of Nyrissa's story before she became increasingly involved with Ranalc and before her punishment by the rest of the Eldest. It's intended to have kind of a 'cinderella' twist to its feel. Right now it's simply a description of experiences and thoughts and I would really appreciate any assistance in bringing it more to life. The reason the Ruler got this dream is because of some similarities she has had in her own life so far. While she is the ruler of the kingdom, she recently revealed to the rest of the players that she contains an Aberrant Dragonmark (an Eberron thing that is a social stigma and can be likened to having a mutant power from X-Men. Some go nuts, some are okay, it really depends on who's telling the story.) If it is ever revealed that she has an Aberrant mark, it could cause an uproar of drastic levels (oh I'm looking at a nice increase in Unrest when this eventually happens - though my players will already have issues with declaring that Intelligent Undead and Warforged will be considered citizens with full rights) The Ruler has also been a disappointment to her parents, a failure to her Dragonmarked House (Lyrandar) and been harassed by an evil stepsister for most of her life. Here is what I have so far for the dream...
Simple and short, but providing a few hints that something weird is going on. The other dream I have written so far is for the Bard and Investigator in the party. She's distant from her family and often found meaning in reading up on ancient civilizations (attempting to discover what happened to the ancient Giant civiliazation of Xen'drik is one of the reasons she's here). Here is what I have so far...
All Of What Follows Is True. So! Please let me know what people think. To heavy handed? To vague?
I've been wanting to run Kingmaker for a couple of years now. There is just something incredibly enticing about a sandbox campaign that plays out over years, possible even generations of PCs. So finally I started getting things organized and gathered a group of awesome PCs together to start exploring the Stolen Land and forge a new kingdom. I will admit my favorite tabletop setting is Eberron, so that is the world I am running Kingmaker in (3.5 edition, 4e Eberron and I disagree on some things.) Rather than be associated with Restov or Brevoy, all of my PCs have a connection to one of the mercantile Dragonmarked Houses, that for millenia have been bound by the Edicts of Korth restricting them from owning any personal land or noble titles within the Kingdom of Galifar. Well thanks to the Last War, the Kingdom of Galifar doesn't exist anymore. So the think tank of The Twelve that all the Houses have representatives in are sending a group of explorers to Xen'drik the unexplored continent across the sea to initially explore and tame the land - and hopefully in the future found a kingdom by and for the Dragonmarked Houses. My PCs are...
Sidney Xavier d’Cannith – Dragonmarked Scion (Human Artificer 1)
Korin d’Kundarak (Dwarf Barbarian (Invulnerable Rager) 1)
Tarvis Eathro d’Lyrandar (Half-elf Magus (Staff Magus) 1)
Valerie Anona Ardovini d’Lyrandar (Half-elf Rogue 1)
David’s stern hand with raising Valerie assured she got into good classes and received the best training though sometimes he pushed the young girl too hard. As with most scions of a Dragonmarked House, Valerie’s future built towards her eventual Test of Siberys to see if she would manifest a Dragonmark. The test went horribly wrong, and her left arm was mangled in the process. Years have passed since then and the family has since been blessed with three new children. Jackalyn Nadia (13), Sara Garnette (11), and Carl Ignatius (6). Valerie loves her family though stayed out of the public eye as often as she could – eventually emerging back into the political light with a completely prosthetic left arm. The group is only two sessions in but have decided to take the fight to Kressle's bandit camp as soon as they can, which is where we will pick up in session 3. It's been really fun so far and the group is excited about the sandbox nature of the area, the quests that give incentives for exploration, and even the cartography aspects of filling out their own map.
Using the guide to Darkmoon Vale, the Falcons Hollow modules could easily have "Tower of the Last Baron" and "Treasure of Chimera Cove" added as adventures after Carnival of Tears and possible before or after Hungry are the Dead. The rationale for this is continued recognition by the Andoran Eagle Knights of the heroic nature of the party coming from such a small lumber town. This would serve as a way to change their starting village in a powerful way (hopefully for the better) by the end of D4 and serve to open up the world for further adventures by becoming allied with the Andoran military and starting to explore the rest of the world through Tower and Chimera Cove. Despite it not being an official Adventure Path, there could be an epic journey to save the town of Falcon's Hollow and become influential forces for the entire nation of Andoran. |