Udjebet

Maynotcare's page

25 posts. No reviews. No lists. No wishlists.



1 person marked this as a favorite.

So, earlier this year I expressed interest in eventually running a Kingmaker game here, and I've been working over the summer on rebuilding the adventure path to utilize rules/themes from Occult Adventures and Ultimate Intrigue, as well as reworking the encounters to be less of a 1 encounter per day splosion-fest. (Or at least ratchet things up a fair amount when there's only one creature present.)

So, before posting an actual recruitment thread and solidifying the character creation rules, I would like to see how much interest there is in a heavily modified Kingmaker campaign that uses gestalt rules and has a much heavier focus on politics and delving into the mysteries of why the Stolen Lands have remained an unsettled wilderness through the centuries.


1 person marked this as a favorite.

It's a 3rd level spell with a range of touch. Which means that:

A. You're not going to have an army of wizards casting the spell.

B. Even if you did, they would get cut down by attacks of opportunity and/or readied attacks before delivering it.

C. Clockwork dragons are huge targets, so that's where you want to put your anti-magic defenses, making this spell even less useful.

It's great for certain situations, especially if it's just one or two constructs, but against an entire army of clockwork soldiers, it's just simply not effective enough.


1 person marked this as a favorite.

It seems to me that the party should at least hear about the Tiger Lords long before their attack on Tatzlford in order to properly foreshadow these events better. At a minimum, the party ought to be aware of the other chartered expeditions by the time they found their kingdom, and developing relations with their neighbors would be an excellent way to bring the kingdom-building side of the campaign to life. Heck, you could even precede the events of BfB by having events where patrols in the west go missing, or villagers flee east from Drelev, fearing for their lives as Tiger Lords raiding parties pillage the lands.


2 people marked this as a favorite.
Tarondor wrote:
Good suggestions, Maynotcare. Can you expand on how you'd handle those aspects to make Book 6 better?

Well, most of my thoughts have been going into my rebuild of Kingmaker as a dragon-themed campaign rather than a fey-themed one, but some suggestions:

1. Thousandbreaths should be a Kingdom. While there should be individual encounters within the realm, there really ought to be a tactical reason/advantage to march troops into Nyrissa's realm, wage war against the evil fey found there, and fortify positions as ground is gained. This would likely draw out her more powerful allies, such as Ilthuliak, which the party would then have to deal with lest their armies be decimated, but would allow the kingdom to truly participate in the conquest of Nyrissa's realm.

2. Civil War in Brevoy. Personally, I would have this start in Book 5, with King Noleski taking advantage of the party being too distracted by Irovetti to lend aid to the Swordlords in Restov. That means that the players would need to make hard decisions about whether to aid their former patrons once the war with Irovetti is won, or fortify their own positions. Getting involved in a protracted civil war in Brevoy would weaken their own defenses and give Nyrissa a chance to spread more blooms throughout the Stolen Lands, but victory would mean grateful allies happy to assist.

3. Allies and enemies. The GM should keep a tab on all the named NPCs that are still alive by the start of Book 6... and use ALL of them. If the Stag Lord escaped justice at the end of Book 1, perhaps now he's a general of an additional army in service to Nyrissa. If instead of absorbing Varnhold after Book 3, they instead gave rule over to Pendrod and established deep diplomatic ties, then perhaps he'll donate a large shipment of cold iron weapons sufficient to give an army a bonus when attacking fey. There are really too many possibilities to run through all of them exhaustively, but remember that even the dead can come back to haunt the party, either literally as the undead, or via living relatives.


6 people marked this as a favorite.

I feel that where Book 6 really fails is in turning the kingdom into a classic 'damsel in distress' that needs to be rescued, after the party has likely spent months or even years of real life time developing the kingdom. Book 6 plays out more or less the same whether you have a little 7-hex barony or have settled the entire Stolen Lands and started conquering the River Kingdoms. Everything still ends up hinging on the actions of the party, rather than incorporating the nation into the effort.

Why shouldn't men and women volunteer for the army and march on The Thousandbreaths to wage war against the evil fey? Book 6 should be all about every decision the party has made finally coming to fruition, whether it is making the people love them and having a loyal populace willing to follow them into Hell, or pardoning evil Gyronna worshipers who will now ally with Nyrissa to conduct foul rituals throughout the kingdom. It ought to matter whether the party spared Akiros Ismort and gave him a chance at redemption, how they treated the rescued survivors of Varnhold and how they honored his death, but instead none of that matters.


2 people marked this as a favorite.

I have actually been thinking about this for a long while, and decided it might help to write down all my thoughts on this conversion both for feedback, sharing, and perhaps extra ideas.

The core of the idea is rebuilding the Kingmaker campaign to revolve not around Nyrissa, but rather the intrigue between the three ancient wyrms of the region: Choral, Ilthuliak, and Silverstep. (Personally, I feel that Silverstep is more than likely a translation/transliteration or nickname, but that's neither here nor there, since the party would pretty much only deal with him through his daughter, Eranex.) There's already more than enough elements of the draconic to make this conversion quite simple, especially with Nyrissa's weak connection to the campaign's plot early on, and I don't plan on tossing her completely, just downgrading her to Ilthuliak's ally/lieutenant/consort. (I personally like the last option best, but can understand it having 'squicky' implications to others.)

To this end, several changes would be made throughout the story to better integrate this conflict into the story and foreshadow things better.

To begin with, I would replace the mites in book 1 with a second tribe of black-scaled kobolds, turning the conflict into a holy crusade, with the new tribe worshiping an effigy of Ilthuliak herself, still certain that their patron will once again turn her eye to the Narlmarches and reward their loyalty. The Stag Lord, meanwhile, is a distraction to keep Brevoy's eyes on the Greenbelt rather than the River Kingdom of Pitax, where Ilthuliak is staging a coup to claim the city as her own in the guise of Adrienna Irovetti. His alcoholism stems from the realization that he's just a pawn of Nyrissa, that his men are nothing but bandits and thugs, and his dreams of founding a new River Kingdom in the Greenbelt will never come to fruition. To this end, definitely play up the angle of Happs collecting 'taxes', and make it obvious that the bandits are all wearing uniforms, and the silver medallions could even be similar to the seals of office carried by Brevoy's magistrates.

While Nyrissa's ploy with the Stag Lord did indeed keep attention away from events in Pitax, in book 2 there are now several new settlements being founded in the Stolen Lands, and this is clearly a threat to Ilthuliak's longterm plans at a time when she's far too busy consolidating power in Pitax to deal with the upstarts without showing herself, which would tip her hand too early. As a wyrm, she could decimate all four nations with ease, but then Brevoy would be ready for her, hiring dragonslayers from across the Inner Sea to deal with the threat on their doorstep. To this end, Nyrissa sends one of her allies to spur a local troll into uniting the trolls of the southern Greenbelt into a unified force that will slow expansion and perhaps even destroy the upstarts. There's also the possibility that the trolls will find Briar, which Nyrissa is still searching for, but Nyrissa quickly turns her focus to recruiting more allies, including barbarian tribes from the north. The biggest change here, aside from adding in components like Hargulka's Monster Kingdom, is to make Candlemere into an ancient wizard's tower sitting atop a cyclopean tomb. The wizard is long dead, slain by the cyclops wight whose tomb the wizard had been slowly excavating. This should help foreshadow Vordakai a bit better, and get the party interested in the history of the region, with murals on the walls of the tomb depicting events of the years since Earthfall with uncanny accuracy, and seeming to depict events that have not yet even come to pass.

Books three and four will be swapped, allowing Vordakai to be a full-powered lich, and with the tournament moved forward from book 5 so that the party encounters 'Irovetti' early on. In this case, however, the tournament serves to get Drelev out of the way, and so that Ilthuliak can size up the players personally, now that Nyrissa's plots have failed spectacularly twice. For the most part, this means rebalancing a lot of encounters in the Hooktongue Slough for a lower level party.

In the revamped Varnhold Vanishing, puzzle pieces start faling together as the party encounters Eranex, who is working to find Briar before Nyrissa can, and discovers a big hint to the secret behind The Vanishing of Brevoy's royal house a decade earlier. It becomes clear that someone acquired a large number of soul jars just like Vordakai's, and that the Rogarvias may still be 'alive', trapped in soul jars somewhere. The truth is that Ilthuliak had acquired dozens of the magical items from archaeological digs throughout the region over the centuries, and used them all at once to capture every living descendant of her rival, Choral. Choral went into hiding in the Golushkins, seizing hold of the dwarven holdfast there, and has spent the intervening years trying to discover who was responsible while keeping Brevoy's political situation destabilized so that he can reclaim the throne once he's ready to enact revenge. Vordakai's actions alert Choral's spy network, and the players will have to deal with an adult red dragon showing up to claim Vordakai's lair just as soon as they defeat the ancient lich and begin freeing the townfolk of Varnhold.

Book 5 no longer needs the tournament at the start, since the players will already be distracted by events far to the east and trying to puzzle out being attacked by a red dragon. Seemingly overnight, everything will fall apart, as Choral's machinations cause Brevoy to descend into civil war just as Ilthuliak, in her guise of Duchess Adrienna Irovetti, launches a surprise attack on the party's kingdom. No help will be coming from Restov, and indeed they will likely beg the party for help even as marauders invade the western half of the players' kingdom. Neither Ilthuliak nor Choral will show themselves directly at this point though, and confronting Irovetti should result in a scene similar to Ming the Merciless in Flash Gordon, as she retreats to Nyrissa's pocket realm of Thousandbreaths, leaving Briar behind in her secondary lair in Pitax.

Book 6 should be especially filled with additional intrigue, as it becomes clear that there's more that two factions in the Brevic Civil War, and Choral tries to court favor with the players in order to get them to help track down the fled Ilthuliak and Nyrissa so that he can focus on winning the war in Brevoy, while Eranex tries to get the party to turn Briar over to her for safekeeping rather than use it against Nyrissa and Ilthuliak. Ultimately, this can play out many different ways, but Choral appearing just as Nyrissa and Ilthuliak are slain, then attacking the party in fury at being denied the pleasure of killing his rival by puny humans is certainly a good option.

So, thoughts? Input? Critique?


3 people marked this as a favorite.

Take the wizard's age, figure out the appropriate age category for a dragon of the same age, work out a level adjustment, and take an appropriate number of levels away. (The typical rule is CR = level, but dragons are pretty strong, so I'd go off of hit dice instead.) Assuming someone in the 26-50 age category, that's a juvenile dragon, and if silver, that's 13 hit dice. So the wizard loses 13 levels, but is now a juvenile silver dragon, with all of the abilities, stat adjustments, etc.