In Dudemestier's rework of book 5, he changed Irovetti's motivation. Instead of working for Nyrissa, Irovetti was working to stop her, and believes that the PCs are her unwitting pawns. He acquired Briar not to hand over to Nyrissa, but to prevent any of Nyrissa's agents from getting it, and perhaps to use against her. So, even if you didn't want to use the rest of the DMD's changes, changing Irovetti's motivation means that he isn't about to hand the sword over to Nyrissa. That could work well with something like your options 3 or 4. Perhaps Irovetti's research has revealed how Briar can become more powerful by defeating the blooms, so if the blooms are only in the PCs' part of the Stolen Lands, the Pitax King might need to approach the PCs to get access the blooms. He might figure that with the blooms infesting their lands, he can convince the PCs to join him fighting against Nyrissa. Or if the blooms are occurring in Pitax as well, he might sue for peace as the two kingdoms need to ally against the greater threat.
For anyone who has run Dudemeister's Kankerata Run - how did the centaurs manage Kankerata's Den (location 6)? > 6. *~Kankerata’s Den A) Don’t Wake the Beast (Stealth DC 30) B) Scale the Ceiling (Climb DC 25) The centaurs have no Stealth skill, so they're not going to be hitting a DC 30 check. Their Climb skill is +6, so they *can* make the DC 25 Climb check, but they're going to be failing a lot before moving out of that location... 90% of the time, they're going to remain on the card and have to roll again next round. Also, it's one of the locations where Kankerata spring-attacks anyone who fails. A Giant Advanced Bulette's bite is +17 to hit and does 4d6+15/19-20 damage, and a regular centaur has AC 20 and 30 hp - Kankerata can easily one-shot them. Even Danide, with her AC of 21 and 93 hp, is going to be in trouble after a few rounds of failed Climb checks. Obviously I can change the details of that location in my game, tinkering with the DCs and the skill checks, but I'm wondering how the challenge as originally presented by Dudemeister played at the table. N.B. The regular centaur statblock in the Bestiary has them wearing breastplate, reducing their movement to 35', so they don't get any bonus on Chase checks from their speed (RAW Paizo's Chase rules say "for every 10 feet faster than the baseline speed he moves, he gains a cumulative +2 bonus on these checks"... that seems like unnecessary rounding off to me, making it +2 per 10 feet rather than +1 per 5 feet. I'm going to change it to +1 per 5 feet, so a move speed of 35' does in fact get +1 relative to a move speed of 30') In my game, I think the two centaur warriors and Danide will put aside their shields for the run to avoid the heavy shield ACP on their Acrobatics/Climb checks. Danide has the advantage of Barbarian speed, so she's moving at 40' and gets +2 on chase checks even when wearing breastplate. Xamanthe will turn up wearing leather armor, able to move at her full 50' speed and thus get +4 on chase checks, trusting to speed (and thus a better chance of success) instead of AC to protect herself against Kankerata's attacks.
My group still hasn't got to VV. We has several different campaigns running in time-slices (with rotating GMs), playing an "episode" of multiple sessions in each one and then moving on, and sometimes we get stuck on one for longer than planned. Our last Kingmaker session was in 2017. That said, I'm looking at doing more VV prep, and I wanted to share something which I think will be a nice detail. I've decided that the root cause of the disagreements between the Nomen and Varnhold was how differently the Nomen think of agreements. The Nomen are not at all legalistic in their negotiations (in that they don't try to pin down precise definitions, and don't care whether the words of the agreement matches their intended spirit). As a result, Nomen agreements usually have a lot of unspoken assumptions, but to accommodate that, they are organic and remain open-ended - the initial negotiations up to a point of agreement only set the starting point, but frequent re-hashing is common. Since they live in a relatively small tribal society, they are in constant contact with one another, and such clarifying of past agreements is a part of their life. The Nomens also haven’t discovered the great truth of “never attribute to malice what can be attributed to incompetence/ignorance”. So, the Varnholders made agreements/treaties with the Nomen when they first arrived in their territory, and then did things they thought were legitimate without any re-negotiation, which the Centaurs considered to be breaking the spirit of the agreement. Since the two sides weren’t in constant daily contact, the usual re-hashing didn’t occur, and so the Nomen came to view the two-legs as untrustworthy oath-breakers, while the Varnholders came to believe the Nomen to be belligerent fantasists who kept claiming they'd agreed on things that were never mentioned. An additional information reward for the PCs reaching a Trust Score of 21 through living with the Nomen is the understanding of how Nomen agreements work, and thus they can start to understand where it all went wrong.
Lots of good suggestions so far. I'd like to throw out some thoughts in no particular order. The "one encounter per day" issue could be mitigated by giving some GM advice about how wandering monsters should act when they're rolled. Peaceful animals and monsters aside, even hostile monsters don't always attack mindlessly. Assuming they spot the PCs before the PCs spot them, more intelligent monsters might be inclined to spy on the party, following them for a while and learning their abilities and picking a good moment to attack. If the PCs don't notice they're being followed, then the next time they have a fight, they might be ambushed immediately afterwards when they're depleted. If they *do* notice they're being followed, that creates some immediate tension and interest, far more than "a worg bursts out of the trees and attacks." What's following us? Why? How do we deal with it? Creatures like Mites or Kobolds might spend the night creating traps or suchlike around the players' camp for them to stumble into in the morning. The wandering monster table could also have a result of "roll twice - the two results are interacting in some way". That can create some interesting situations the PCs can stumble across, and create a bit of GM improv fodder as they try to work out how 1d4 trolls and 1d4 grigs might be interacting as the PCs arrive on the scene. Another result could be "something from a fixed encounter location", so those locations don't always just passively wait for the players. The advice for the GM could state that they can default to the closest location, but can pick a location further away if more appropriate (which could be a way to have the PCs meet named NPCs from the Stag Lord's fort out and about, as suggested above). Moving on from the random encounter table, I also want to say that there's a problem with the Stag Lord's Fort as laid out in the first module - the scenario strongly pushes the PCs to approach it before they're ready. They fight Happs and the bandits at the Trading Post, and probably learn of the location of Thorn River Camp. They don't want the bandits to launch reprisals on Oleg's, so there's an incentive to head straight to Thorn River before Happs is missed. If they're victorious there, Oleg's is safe for now, but they learn a password for the Stag Lord's fort, which expires in a week. That pushes them to rush to the fort long before they're ready. The password should change less frequently - if it actually changed every week, the bandits leaving the Stag Lord's Fort on foot would only get 3 hexes away before they had to turn around and return to get the next password. Alternatively, or in addition, in my game I made it that old passwords didn't actually expire when they changed - the passwords were used to gauge how long you'd been away, and thus how much loot you owed. The older the password you used when you arrived, the more loot you needed to hand over to stay in the good books. (Despite making these changes in my game, my players still went to the Stag Lord's Fort when they were too low a level. However, they were smart - they just showed up, gave the password, handed over some loot, met the other bandits and sampled Fat Norry's cooking, checked out the layout of the map, one player got punched in the face by the Stag Lord for asking after "his Queen", and then they peacefully left (getting the next password on the way out) and didn't come back for the actual assault until weeks later. Naturally, they were able to re-acquire the gold that they handed over from the first visit when they defeated the bandits the second time.) Also also, I really liked a suggestion on these boards of making the passwords for the fort come from Zuddiger's Picnic. One of the lieutenants had it read to them as a child, and still remembers most of the words, although they don't have a copy. Nice way to foreshadow that book. (The module should list multiple passwords, since they change.) EDIT Something that just occurred to me - please make sure you retain the language of "the punishment for unrepentant banditry" on the first module's charter. The wriggle-room of the word "unrepentant" was a major element of how my players dealt with the bandits they captured.
One thing I didn't mention - my browser-based tracking sheet actually has a feature to automatically build improvements in cities each turn. That's in the "Kingdom Turn" section at the bottom, in step 2d. You give it various parameters, such as the number of BPs that it should not drain your treasury below, and when you click the button it will try to add buildings to your cities, within the limits of your current realm's build limits and the parameters you set. It won't add new districts or found new settlements however - that needs to be done manually. I mention this because it might make simulating a 10-year time pass somewhat easier... if you get something approximating what they had at the end of book 3, then you can relatively rapidly simulate things growing in a random and unplanned fashion. (Also, the import/export feature might be handy - it's in the "menu" link on the top right. It allows you to view/edit a plain text dump of the current kingdom details, which means you can copy that off to a text document somewhere and then experiment, and if you don't like how things have gone you can paste back in the older version and revert your changes.)
The prologue in Restov definitely sets the scene better than starting at Oleg's, and gives the players a chance to meet some of the significant NPCs of the campaign. You wouldn't have to have the whole assassin attack thing, but a map of Jamandi's mansion in the book and some interesting things to do there would be great (and you could suggest some ideas for adventures at the mansion without providing huge amounts of details, including something like the assassin attack. Unlike a CRPG, human GMs can fill in the details themselves). As others have said, the foreshadowing of all the major antagonists in the CRPG was much better than the original AP, and would be something to add to the book. As part of that, the CRPG did a much better job of exposing you to the back-stories of these antagonists without "you find Tartuk's diary, and it turns out that..." sort of info-dumps. I really loved what Owlcat did with Tartuk, involving the player in his genesis. Some of the CRPG's foreshadowing might be trickier with an entire party of players rather than the CRPG's single protagonist though - Nyrissa can't really adopt "her hound" from amongst the PCs without giving that one player a lot more spotlight than the rest. You might include several options for ways that Nyrissa might adopt different PCs, with multiple guises she could adopt so they may not immediately know it's the same individual, which would also work for versatility to match the specific party your players make. Having existing neutral settlements in the Stolen Lands, like the CRPG's Siverstep Village, would be very good. It gives the bandits someone to prey on, justifying their existence before the PCs came along. It makes for some lower-stakes politicking for the players, as they try to woo these neutral settlements into their new realm. It also gives plenty of hooks for adventuring if the settlements have their own problems. Speaking of which, more adventure hooks for urban adventures within the players' realm would be great. These don't need to be super detailed or take up lots of pages of the book - just a paragraph for each hook, outlining some sort of adventure or problem, like the CRPG artisan and companion quests, could give plenty of material for a keen GM without taking up lots of space. I liked the way various ruins in the CRPG were tied together thematically. Rather than the original AP's many isolated ruins with their own history (which the players really never had a chance to discover), the CRPG made most ruins either from the Cyclops civilisation (foreshadowing Vordakai), the Dwarven Shield Road (tying into Hargulka's stronghold and Harrim) or the Taldans. In the CRPG, I loved the way that various ruling council roles were combined when your barony was small, so two roles could be done by a single councillor initially, and the two roles only needed two individuals to do the work when that area had grown above a certain point. This has multiple benefits - you start off with a small council and don't have to fill so many roles initially, and you get a real sense of growth as your council expands. You also get the opportunity to recruit new NPCs to your council progressively through the adventure rather than having to do it all at the start, allowing you to meet a wider range of individuals before you have a slot to fill. I also liked that each council role was tied to a realm skill (unsurprisingly, since I had the same thing in my Fate-based alternative realm building rules), rather than the RRR/UC "Economy, Loyalty, Stability" trio of realm stats. A request for the realm building rules, whatever they look like - they should allow the players to "zoom out". While initially the players may start out choosing to build individual buildings etc in their single settlement, eventually when the realm has grown and they're managing dozens of settlements across hundreds of miles of land they shouldn't have to be messing around constructing individual taverns and stables and whatnot. There should be a way to do more coarse-grained but far-reaching (and presumably more expensive) changes which affect whole areas without worrying about the individual buildings inside the settlements.
Yes, I don't think a creature that can sense its surroundings perfectly well without light should automatically notice when bright light enters its space. It's a realisation I had when GMing PF1e... I was making it hard for my players to carry light and stealth, but then I realised that I was imagining the situation from a human perspective. For a human (or other creature that relies on regular vision), the arrival of a light source when standing around in darkness would be blindingly obvious, if you'll pardon the pun. But if I can also see my surroundings perfectly well without light, such as if I had Darkvision, the arrival of a light source is going to be a much more subtle effect. I'd be able to see colour where I couldn't before, so it could definitely be noticable, but not to the same extent as going from "not being able to see" to "being able to see". I actually speculated that intelligent subterranean monsters with Darkvision might go so far as to paint "Intruders!" or similar in bright colours on the walls of their guard stations, so that they're more likely to notice if their surroundings start being illuminated.
Something with the XP system that is obvious in hindsight, but which did not immediately leap out at me on first reading, is that the categorisation of encounter difficulty (Trivial, Low, High, Severe, Extreme) drops down one category for each level the party goes up. In other words, a Severe difficulty encounter for level 1 characters is a High difficulty encounter for level 2 characters, a Low difficulty encounter for level 3 characters, and a Trivial encounter for level 4 characters, with the corresponding XP adjustments (120 XP each for a Severe difficulty encounter, 80 XP each for a High difficulty encounter, 60 XP each for a Low difficulty encounter, 40 XP each for a Trivial encounter). So, when a published module (say, Doomsday Dawn) says that a room is "High 1", i.e. a High difficulty encounter for a 1st level party, you can work out the XP reward for a higher-level party directly by dropping the difficulty and giving the appropriate reward for their actual level. (Or you can dig into the Bestiary and adjust the encounter to preserve the difficulty for your higher level party).
So, this discussion prompted me to delve into the maths of PF1e's XP tables, and I was surprised by the results. TL;DR: first edition Pathfinder's XP requirements can, like the playtest system, be met with a constant number of level-equivalent encounters each level to level up. PF2e's advancement system produces results almost identical to PF1e, sitting somewhere between the Slow and Medium advancement tracks. ------------------------------------------------ Details: Since the three PF1e tracks are just multiples of each other (Slow = Medium x 1.5, Fast = Medium x 2/3) I'll mostly just focus on one track, Medium. The Medium track goes: XP for each level: 0, 2000, 5000, 9000, 15000, 23000, 35000, 51000, 75000, 105000, 155000, 220000, 315000, 445000, 635000, 890000, 1300000, 1800000, 2550000, 3600000 In order to see how many XP you need to advance each level, here are the deltas on those numbers (to reach level 2 you need 2,000 XP, then to reach level 3 you need 3,000 XP more on top of the 2,000 XP you already had in order to reach a total of 5,000 XP) XP gain required for each level: 2000, 3000, 4000, 6000, 8000, 12000, 16000, 24000, 30000, 50000, 65000, 95000, 130000, 190000, 255000, 410000, 500000, 750000, 1050000 The progression of those numbers may already look familiar... the values are generally double the value two before it. Yes, the XP requirement to level in PF1e scales at the same rate as monster CR. If you assume a party of 4 adventurers advancing on the Medium XP track, they need to defeat 20 CR 1 monsters to advance from 1st to 2nd level (one CR 1 monster is worth 400 XP, divided between 4 PCs gives 100 XP each, 20 x 100 XP = 2,000 XP). The then need to defeat 20 CR 2 monsters to advance from 2nd to 3rd level (one CR 2 monster is worth 600 XP, divided between 4 PCs gives 150 XP each, 20 x 150 XP = 3,000 XP). The then need to defeat 20 CR 3 monsters to advance from 3rd to 4th level. The pattern holds (more or less) all the way up to 20th level. Number of level-equivalent creatures to defeat each level: 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 18.75, 20.83, 20.31, 19.79, 20.31, 19.79, 19.92, 21.35, 19.53, 19.53, 20.51 You can see it's exactly 20 level-equivalent creatures every level up to 9th. There are some perturbations after that due to rounding off the XP required for some levels to end with lots of zeros, but it's basically 20. For the Slow advancement track, it's pretty much 30 level-equivalent monsters to advance (1.5 times the Medium track). For the Fast track, it's roughly 13 1/3 level-equivalent monsters (2/3 of the Medium track). ------------------------------------------------ So, how does this compare to PF2e? A level-equivalent monster in PF2e gives 40 XP to each member of a 4 character party. That means the party needs to defeat 25 such monsters to get 1,000 XP... they're advancing at a rate mid way between the Medium (20 creatures) and Slow (30 creatures) tracks. Converting the PF1e advancement tables to PF2e values, the Slow track is 1,200 XP per level, the Medium track is 800 XP per level and the Fast track is about 533 XP per level. Of course, no GM would restrict themselves to level-equivalent creatures for every encounter. However, as noted by Ediwir, the XP rewards in PF2e for creatures of different levels still follows the PF1e pattern of doubling every two levels. So, no matter what mix of creatures you use, as long as they're within the party's level +/- 4, it will work just the same as midway-between-Slow-and-Medium advancement in PF1e (and if you want to use creatures outside the range of level +/- 4, the maths is obvious... just double/halve the XP value in the table two levels below/above.) ------------------------------------------------ So having worked through all that, I'm pretty happy that the PF2e XP system will produce advancement rates akin to what we're used to from PF1e. The only thing I'm not keen on in the PF2e approach is the bizarre aversion to dividing the XP by the number of party members. It's fairly easily remedied though - just multiply all the XP values in tables 4 and 5 in the Bestiary by four. Then, you get an XP total which you can divide by the actual party size to get the XP per character. For example, a trivial encounter would have a budget of 40 XP per character, which for two characters would be 80 XP, which might be a single creature of the party's level - 2. They would get 80 XP split two ways, i.e. 40 XP each. In fact, the PF2e method would actually work fine for mixed-level parties, too. Say a party made up of a 1st, 2nd and 3rd level character defeated an Ogre (which is level 3). There were three PCs, so they each get a third of the XP listed in (the modified, multiplied-by-4) table 4 in the Bestiary based on their level relative to that of the Ogre. Yes, it's more maths than "everyone gets a third of 800 XP", but it's perfectly possible if you want to go against the recommendation and have a mixed-level party.
I tried pivoting table 10-2 so I could get a better feel for it. The below version shows how challenging a given DC would be for characters of various levels. DCs from 10 to 55 are listed down the left-hand side, and then it lists the level ranges for which that DC is Extremely difficult, Severely difficult etc. down to Trivial. For a given DC, it shows the levels which table 10-2 shows as having that DC +/- 2 as the given category (so, for DC 15 it shows the levels that say DC 13 to 17). I've had to pad it with underscores, because this forum doesn't have any way to format tables that I can see. DC_______Extreme_______Severe_______High_______Low_______Trivial
Given the design of the playtest I think you'd still need the original table 10-2, because it's used to determine the DC of various monster abilities etc. Still, I thought it was interesting enough to share.
I think you might be reading too much into the XP system. An extreme encounter (160 XP) is just four standard encounters (40 XP each) standing next to each other. In old-school play, it was always deadly to bring the whole dungeon down on top of yourself. I don't know the "Die, Dog, Die!" encounter, but does it start with all enemies aware of the PCs and ready to attack them in round 1? If not, it's not the same as a single extreme encounter. In any case, the encounter rules don't dictate what you can and can't do, they just give you as the GM the tools to gauge the consequences. You could build the Caves of Chaos without a problem, it's just that unlike in Basic D&D, the GM would actually have a way to measure just how deadly it would be for e.g. the party not to notice the orc guard head on the wall of heads and have all the first tribe orc warriors assembled to attack them, because he could look at the numbers and say "hmm, that would be 200 XP... that's probably a TPK." Now, sometimes GMs take encounter-building advice and treat it as holy writ. Justin Alexander has an interesting essay about the fetishizing of game balance that occurred in the 3rd edition community, where the advice about what makes a balanced encounter was warped into "you're only allowed to make balanced encounters". But if you treat the advice as just a way to measure things, rather than a straight jacket, you can populate your encounters with your eyes open to the consequences... this should be a push-over, that is going to be challenging, if they do this wrong they're going to have to run like hell or die.
redcelt32 wrote: What is West Marches? I am not familiar with that campaign? West Marches was a famous sandbox D&D 3.0 campaign run by Ben Robbins back when the 3.0 rules had just been published. http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/ The players had a lot of agency, even to the extent of organising the sessions (subject to GM availability). There were over a dozen players, and they would form and dissolve parties as required - a player would solicit for allies for a specific expedition on the mailing list ("I want to check out the ruined tower south of the Golden Hills that I noticed on my last outing - who's free this Thursday night?"), and other players would reply with expressions of interest until they had a party for the night (or not). As such, characters with wildly different levels could end up adventuring with each other, assuming the higher-level party members thought the lower-level ones could contribute (and the lower-level characters felt the potential rewards were worth the greater risks.) After Ben published the details online, including "running your own" guidelines, it inspired a lot "West Marches"-style campaigns subsequently.
Sorry for the late reply - my gaming group cycles through several different games/GMs, spending a month or two on each, and I tend to visit these boards less frequently when my Kingmaker game isn't happening. The Dropbox link to the source zip is indeed broken, because Dropbox changed their policy for public folders. Here's an updated link to my whole Kingmaker Dropbox folder, which contains the map source in Map.zip: https://www.dropbox.com/sh/xcjj8wcjntrkvz1/AAAlCeNYcAGNFPqoiZsibdCPa?dl=0 The map is still hosted on Zor D'Lan's S3 link here. In addition, I've put a copy up on my new website here.
Minotaur of Justice wrote: I'm about to run this and though this would be a great resource (we had to move my game up a couple of weeks and I'm short on prep time) but drobox says this is either private or deleted. Any chance you could repost these? Sorry about that - Dropbox had a policy change which changed basic users' Public folders into private folders, invalidating any links to files in those folders. Here's a new link to the same file (in the same place, but now shared as accessible to anyone with this link): https://www.dropbox.com/s/3zk413ifsrao3lb/KankerataRun.pdf?dl=0
I was going to run Carnival of Tears in my Kingmaker game, but ended up writing it out... I had planned that the prime instigator of the events of that module was Rig Gargadilly, and he didn't manage to escape his first encounter with the party (surprisingly). Even though my players didn't know the consequences of letting him escape, I felt I should carry through and reward them for not letting him do so by not running the slaughter-the-townsfolk adventure :) Making the consequences of CoT fall on a town that isn't part of the PCs' Barony, but which they can potentially recruit into their realm if they're successful, is a very nice way to deal with a module whose stakes could very well wipe out a young Barony if they fell on one of the players' towns. I like it. In case you didn't know, conversions of the creatures in all four modules from 3.5 to Pathfinder are available on d20pfsrd. I made a change to the backstory of CoT to integrate it better into Kingmaker, specifically around the summoning of the Cold Rider: in my version, Meliansie the Nixie was tricked by Rigg Gargadilly. Being a creature of water, Meliansie's heart freezes in the winter, you see, and she becomes more remote and uncaring. Here, I'll copy-paste the text that I had written for my prep - as you can see, I got a bit carried away and wrote it up like an actual module: Kingmakerified Carnival of Tears:
If the PCs accumulate 11 or more Virtue Points during the first two parts of this adventure, Tig-Titter-Tut and Perlivash decide they have enough virtuous deeds to melt Melianse's heart. Perlivash will zoom down and fly around the head of his favourite PC, saying "You must come with us! It's terribly important! Hurry, hurry - oh, it's going to be so bad!" Due to the complex nature of fey promises and deals, no fey but Melianse the Nixie can outright tell the PCs what she has done, so Perlivash wants the party to follow him to her.
Travelling to the pool might present a timing problem, given the imminent arrival of the evil fey and the distances involved - it is about 24 miles from the Stag Lord's fort to Melianse's pool as written in the module, and that assumes the kingdom's capital is based on the site of the Stag Lord's fort. The simplest solution is for the GM to relocate the nixie's pool to somewhere closer of their capital (and this makes sense if she is being threatened by logging). An unencumbered horse can hustle at 10 miles per hour in plains and 7.5 miles per hour in hills assuming there are roads, and can hustle for 4 hours without healing before collapsing. The earlier in the day the PCs get their 11 Virtue Points, the more time they'll have before sunset at 6pm and all hell breaks loose after the fireworks display at 9pm. Once the PCs arrive wherever it is the pool now lies, they find a snow-covered clearing with a few felled trees very close. A frozen pool lies on one side of the ice-covered water of the Skunk River. Perlivash calls Melianse out of the water, but the nixie is remote and uninterested in helping them, her heart chilled as her pool has frozen in the harsh winter. Perlivash and Tig-Titter-Tut and the other Grigs swarm about and tell her how good the PCs have been, recounting each of the deeds that earned them Virtue Points, accompanied by Silent Images of the events. As she watches, the nixie's face becomes less remote and a frown creases her brow, and she admits "I think I may have done something bad..." She relates how she was approached by Rigg Gargadilly, who asked her all sorts of pointed questions about the logging of the nearby forest and what would become of her grove when the spring returned and the lumberjacks resumed their assault on the woods. She agreed with him that the humans should be stopped, and Rigg said that he could help — all he needed was the golden chalice from the First World she had hidden in her pool. He promised that he would return it before the Winter was out. She knew that the chalice could be dangerous in the wrong hands, but in her cold anger she had handed it over. The quickling had capered in delight and then sped off. "Because of the connection with the Chalice that lay for so long in my pool, I felt the Quickling use it to summon a cold rider from the utter north. The cold rider is near now, and I can see something of his plans. Along with other evil fey he has gathered, he will transform the carnival into a slaughter house. He carries an iridescent purple flower of living ice called the Eye of Rapture, enchanted to cloak horror and agony in a guise of mirth and merriment. So long as this artifact remains unspoiled, your people will continue their revels as the fey cut them down. You must stop the slaughter. Only by thwarting the cold rider's plans can you force him to appear so you can end your people's suffering." As she has been speaking, a circle of the frozen pool near the bank has thawed. "Drink from the pool's water - because the Chalice lay within for so long, it will render you immune to the influence of the Eye of Rapture."
I also created a location for the Tent of Illusions (which was cut from the original module, presumably because of length reasons, but still appeared on the published map). CT16. Tent of Illusions (during the day):
A large banner above this tent reads "The Tent of Illusions! Witness wonders from the width of the world! See anything you can imagine!", while a smaller sign reads "Entry - 5cp, Making a suggestion - 1 sp". A burly half-orc prevents anyone in the long queue from entering until townsfolk emerge from the tent, blinking and grinning. When this happens, he takes coins from a like number of fairgoers at the head of the queue and allows them to hurry inside. Inside the tent, Olius Tarandi the illusionist plies his trade. Another one of Quinn's former adventuring associates, he has found that the carnival is a good way to travel around in relative safety. He seeks out other wizards in the towns the carnival visits with which to exchange spells, and uses the money he earns to cover his spellscribing and crafting costs. The tent is arranged with tiers of seats around three sides, full of townsfolk. Olius sits behind a screen and maintains his concentration on a Minor Image spell in the middle of the tent, while half a dozen carnies move through the crowd taking suggestions (along with a silver piece), after which they head down and whisper the suggestion in Olius' ear for him to display. A number of noise-makers are in place behind the screen as well, which his familiar Tibbers the monkey uses to augment the sounds of the illusions. A carnie assistant with a knack for ventriloquism and mimicry also sits behind the screen and provides any speaking that is required. OLIUS TARANDI CR 5
Olius has acquired a reasonable number of spells in his travels. In addition to the spells he has memorized, his spellbook contains: 0th: All that are not necromancy or evocation 1st: ant haul, charm person, crafter's fortune, disguise self, endure elements, enlarge person, expeditious retreat, feather fall, hypnotism, mage armor, mount, obscuring mist, sleep, touch of gracelessness 2nd: alter self, blur, invisibility, fox's cunning, glitterdust, knock, magic mouth, mirror image, pyrotechnics, see invisibility 3rd: displacement, heroism, protection from energy, tiny hut, tongues, versatile weapon, water breathing TIBBERS (MONKEY FAMILIAR)
CT16. Tent of Illusions (after the fireworks): This tent stands dark and apparently empty, but you can see two goat-legged creatures at the door flap shaking something from their hooves and peering into the darkness within. Creatures: Two Forlarren took on the task of killing Olius so he would not interfere in the Cold Rider's plans, but when one of them slew his assistant it was overcome with remorse and he was able to drive them off. He has now scattered his cold iron blanch on the floor of the tent and the Forlarren are gathering their resolve to go in after him. If the PCs slay the Forlarren, Olius will gladly join them in defeating the fey. His first urge is to seek out Namdrin Quinn, as he knows that he is a powerful warrior. Development: If the PCs do not get here before 10pm, this stand-off will have finished, with Olius and one Forlarren dead and the other fleeing in remorse.
I've rolled many of Zor D'Lan's changes into the version I have up on github. https://github.com/RobRendell/kingmaker-kingdom-sheet https://dl.dropboxusercontent.com/u/16299287/Kingmaker/Kingdom.zip It now has images for all the UC buildings. There's a new menu item, "Configure Kingdom Rules", which allows you to select between RRR and UC rules for a given kingdom, as well as allowing a few other house rules. (The requirement of farms <= roads is in RRR, but not UC.) It also has a section for storing details for your kingdom's armies, and a "turn sequence" section which shows the phases, with some buttons that automate some of the steps. There are still a bunch of TODOs in the code relating to UC.
Anyway, I thought I'd put it up as I go, in case Zor or someone else wants to grab the latest.
I also made a set of chase cards for the Kankerata Run, using images I pillaged from the internet all by myself. https://dl.dropboxusercontent.com/u/16299287/Kingmaker/KankerataRun.pdf The locations where the competitors need to mark a column with a bloody handprint are marked with... a bloody handprint :) For the locations where special events happen (such as Kankerata spring-attacking), I made a GM-only key page rather than marking the locations with cryptic symbols, because the players would probably figure out what the symbols meant after a few rounds. Hopefully they will be of use to someone else!
Yithdul:
Yithdul (CR 9) Male human accursed dread wight sorcerer 7 CE Medium undead Initiative +7; Senses blindsense 60 ft.; Perception +3 ---------------------- Defense ---------------------- AC 23, touch 15, flat-footed 20 (+4 armor, +3 Dex, +4 natural, +2 deflection) hp 73 (7d6+46) Fort +9; Ref +5; Will +8 Defensive Abilities channel resistance +4; Immune transmutation effects, undead traits ---------------------- Offense ---------------------- Speed 30 ft. Melee 2 claws +6 (1d4+3 plus energy drain) or chaos touch +6 melee touch (see below) Space 5 ft.; Reach 5 ft. Special Attacks command wights, energy drain (DC 18, 1 level), protoplasm Spells Known (CL 7th; concentration +12) ....3rd (5/day) - Stinking Cloud (DC 18), Vampiric Touch ....2nd (7/day) - Glitterdust (DC 17), Hideous Laughter (DC 17), Resist Energy, Blur ....1st (8/day) - Mage Armor, Magic Missile, Ray of Enfeeblement (DC 16), Shield, True Strike, Entropic Shield ....0th (at will) - Dancing Lights, Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Ray of Frost ---------------------- Tactics ---------------------- Before Combat Yithdul always has mage armor active. During Combat Unusually for a spellcaster, Yithdul favors - even relishes - melee combat, seeing it as a chance for release. He activates his boots of speed and uses his chaos touch ability on the first person to close with him. He casts stinking cloud on any ranged attackers hanging back, ray of enfeeblement, glitterdust and hideous laughter on dedicated fighters, and uses vampiric touch as often as possible. Morale Yithdul fights to the death. Base Statistics Without mage armor, Yithdul's AC is reduced to 19. ---------------------- Statistics ---------------------- Str 16, Dex 16, Con -, Int 12, Wis 16, Cha 21 Base Attack +3; CMB +6; CMD 21 Feats Ability Focus (chaos touch), Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness Skills Knowledge (arcana) +11, Spellcraft +11, Stealth +18, Use Magic Device +15; Racial Modifiers +8 Stealth Languages Common, Draconic Bloodline crossblooded undead/protean (wildblooded anarchic) Favored Class sorcerer (4 x bonus hitpoint, 3 x bonus spell known) SQ bloodline arcana, create spawn Combat Gear boots of speed; Other Gear holy symbol of Azathoth, ring of protection +2, 19 pp, 14 gp, 8 sp, 10 cp ---------------------- Special Abilities ---------------------- Bloodline Arcana Whenever Yithdul fails a concentration check to cast a spell, one of his cantrips is cast, chosen randomly. There is a 50% chance the cantrip will affect a target of Yithdul's choice within 60 feet; otherwise, it affects him. Also, his mind-affecting sorcerer spells can affect corporeal undead that were once humanoids as if they are still humanoids rather than undead. Chaos-Warped (Su) Long exposure to the raw chaotic energies of the palace has rendered Yithdul immune to any transmutation effect that allows spell resistance. Chaos Touch (Su) Once per day, Yithdul may make a melee touch attack as a standard action. If he hits, the target must make a DC 20 Fortitude save or be transformed into a small, dark, tentacled mass similar in appearance to a shoggoth, but Tiny. This ability functions similarly to a baleful polymorph spell, except that it cannot be dispelled and can only be removed by break enchantment or similar magic. Command Wights (Su) As a free action, Yithdul can automatically command all normal wights within 30 feet (as command undead). Normal wights never attack him unless compelled. Create Spawn (Su) Any creature killed by Yithdul's energy drain rises as a dread wight under Yithdul's control in 1d4 rounds. A dread wight created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. Protoplasm (Sp) Eight times per day, Yithdul can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. Once again, +1 sorcerer level to maintain CR. I went the most off-script with Yithdul, in that there wasn't a readily available OGL template that matched his chaos-warped nature. I used a merge between the special abilities listed in the module and the Accursed Creature template. Instead of bestowing curses with every strike, he gets the once-per-day Chaos Touch attack. With his additional feats from converting to Pathfinder, I also gave him the least sorcerer-y feats, given his focus in the module on physical combat. I also figured that metamagic feats are of limited use when he doesn't have a lot of higher-level spell slots to use.
Banderak:
Banderak (CR 9) Male human nightmare creature sorcerer 9 NE Medium undead Initiative +6; Senses darkvision 120 ft.; Perception +14 Aura fear (60 ft., DC 20) ---------------------- Defense ---------------------- AC 18, touch 14, flat-footed 16 (+4 armor, +2 Dex, +2 deflection) hp 93 (107 with false life; 9d6+59); fast healing 5 Fort +9; Ref +5; Will +9 Defensive Abilities illusion resistance; DR 5/good or silver; Immune undead traits ---------------------- Offense ---------------------- Speed 30 ft., fly 10 ft. (perfect) Melee unarmed strike +2 (1d3-2 nonlethal) Space 5 ft.; Reach 5 ft. Special Attacks frightful presence (DC 20), grasp of the dead, night terrors (DC 20) Spell-Like Abilities (CL 9th) ....Constant - protection from good ....3/day - detect thoughts (DC 20), dream (DC 20), nightmare (DC 20), suggestion (DC 20) ....1/day - shadow walk Spells Known (CL 9th; concentration +15; +2 melee touch, +6 ranged touch)
Banderak's sorcerer level also received a boost, for the same reasons as Yakmar. Converting Banderak proved a bit awkward because his stat array in the module was so high (Str 10, Dex 16, Con —, Int 19, Wis 16, Cha 22). I really couldn't make it match when starting from a standard Heroic stat array of 15, 14, 13, 12, 10, 8. I think the Nightmare Creature template must have changed quite a bit from 3.5 to the Pathfinder version from the Bestiary 4 (subject to the comments made here). I infer that in terms of the template from the Bestiary 4, Banderak was a Nightmare Lord, gaining additional boosts to his stats. However, since he doesn't have 10 HD, he doesn't qualify as a Nightmare Lord in the Pathfinder version of the template I used. In the end, rather than pushing him up to a 10th level sorcerer Nightmare Lord or dropping his mental stats, I decided to make him Old at the time of his death, granting +2 to the mental stats at the cost of -3 to the physical ones. This contradicts the comment in the module that of the three sorcerer-princes, Banderak "was in the best physical shape upon his death", but it keeps him with strong mental stats, which feels right for a custodian of the library. Reducing his physical stats certainly doesn't make him much less effective in combat.
(Reanimating this thread as a dread wight) I've been converting Crucible of Chaos from 3.5 to Pathfinder myself. I followed the suggestions in this thread, so I thought I'd post my versions of the three sorcerer-princes, in case they're of use to anyone else and for feedback. Yakmar:
Yakmar (CR 9) Male human dread wight sorcerer 8 CE Medium undead Initiative +7; Senses blindsense 60 ft.; Perception +3 ---------------------- Defense ---------------------- AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural) hp 82 (95 with false life; 8d6+52) Fort +10; Ref +7; Will +11 Defensive Abilities channel resistance +4; Immune undead traits; Resist cold 5 ---------------------- Offense ---------------------- Speed 30 ft. Melee slam +7 (1d4+3 plus energy drain) Space 5 ft.; Reach 5 ft. Special Attacks command wights, energy drain (DC 20, 1 level), grave touch Spells Known (CL 8th; concentration +14; +7 melee touch, +7 ranged touch) ....4th (5/day) - (none known, but slots available for metamagic) ....3rd (7/day) - Fly, Lightning Bolt (DC 20, DC 21 if changed to fire using Bloodline Arcana), Protection from Energy ....2nd (8/day) - False Life, Flaming Sphere (DC 20), Invisibility, Scorching Ray ....1st (8/day) - Chill Touch (DC 17), Mage Armor, Magic Missile, Protection from Chaos, Shield, True Strike ....0th (at will) - Detect Magic, Flare (DC 17), Light, Mage Hand, Mending, Prestidigitation, Ray of Frost, Spark (DC 18) ---------------------- Tactics ---------------------- Before Combat Yakmar always has mage armor and false life active. During Combat Yakmar casts invisibility on the first round of combat and continues with extended fly and shield in subsequent rounds. Once he has these spells in place, he casts a persistent flaming sphere, then blasts the PCs with fireballs (from his staff of fire), lightning bolts and empowered scorching rays. Morale Yakmar flees, flying well above the city to watch and wait, as soon as he loses all of his temporary hit points from false life. Once he flees, he uses his minions within the city (mainly other wights) to keep tabs on the PCs, occasionally swooping down and throwing a lightning bolt or two on the PCs while they are engaged with another monster. Base Statistics Without mage armor, Yakmar's AC is reduced to 17. ---------------------- Statistics ---------------------- Str 16, Dex 16, Con -, Int 12, Wis 16, Cha 22 Base Attack +4; CMB +7; CMD 20 Feats Elemental Focus (Fire), Empower Spell, Extend Spell, Improved Initiative, Iron Will, Persistent Spell, Spell Focus (Evocation) Skills Fly +8, Knowledge (arcana) +12, Knowledge (planes) +7, Perception +3, Spellcraft +12, Stealth +19, Use Magic Device +12; Racial Modifiers +8 Stealth Languages Common, Ignan Bloodline crossblooded undead/elemental (fire) Favored Class sorcerer (4 x bonus hitpoint, 4 x bonus spell known) SQ bloodline arcana, create spawn Combat Gear potion of inflict light wounds (x 3), staff of fire (10 charges); Other Gear cloak of resistance +2, holy symbol of Azathoth, 19 pp, 14 gp, 8 sp, 10 cp ---------------------- Special Abilities ---------------------- Bloodline Arcana Whenever Yakmar casts a spell that deals energy damage, he can change the type of damage to fire. This also changes the spell's type to Fire. Also, his mind-affecting sorcerer spells can affect corporeal undead that were once humanoids as if they are still humanoids rather than undead. Command Wights (Su) As a free action, Yakmar can automatically command all normal wights within 30 feet (as command undead). Normal wights never attack him unless compelled. Create Spawn (Su) Any creature killed by Yakmar's energy drain rises as a dread wight under Yakmar's control in 1d4 rounds. A dread wight created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. Grave Touch (Su) Yakmar can make a melee touch attack as a standard action that causes a living creature to become shaken for 4 rounds. Since PC levels result in a CR one less than level, I bumped Yakmar's sorcerer level up by 1 to maintain his CR at the same value as it was in the module (CR 9). It's interesting that with the -1 spells known at each level from the crossblooded archetype, he has 4th level spell slots but no spells known. I used the human favoured class bonus to cancel out the penalty for lower-level spells, but it can't be used for the highest level spell slots. Still, he can use the 4th level slots by using his metamagic feats, as suggested in the Tactics section.
Well, it's been a wild ride, but my players have finally put an end to Hargulka's Monster Kingdom. Thank you once again for this inspiring stuff, Dudemeister. It's been a blast - I reckon Hargulka is going to be a villain they will remember for a very, very long time. One thing I added to the whole situation was an idea I stole from Spatula, that the ring of Nyrissa-hair worn by Hargulka sent dreams about Briar, dreams of lust and power. Hargulka became obsessed with the idea that he couldn't win the war with the PCs' Barony until he found the sword that he was dreaming about. This has foreshadowed Briar nicely, justified why the 50-troll army didn't just steamroller the PCs early on, and also meant that in the end, Hargulka waited and searched for so long that his starving army of 50 trolls defected, attacked the PCs' town without him. The delays had given the PCs enough time to build their own armies and get in mercenaries from Varnhold. Once they'd defeated the troll army, the PCs travelled to Hargul and basically got to go through the original dungeon as written... it all flowed so naturally. Highlights include
One of my players has GM-ed Kingmaker, so he knows the overall campaign well, but he ran it by-the-book. I try to vary things up to keep it interesting for him, including incorporating lots of the excellent ideas from this forum. Here's something I came up with as a variant of the Missing Townsfolk event in Rivers Run Red. I haven't actually run this yet, because Hargulka's Monster Kingdom is very much the focus of play at the moment. The original Missing Townsfolk event:
In the original event, Kundal is an infected lycanthrope who is unaware of his condition and killing folks on the full moon. The Misdirection event: In my campaign, the PCs killed a natural lycanthrope werewolf at a remarkably low level (smite evil bypasses DR, poor werewolf), so I decided to change this event, since Kundal wouldn't get infected. Instead, a doppleganger has moved in to town. It's trying to learn skills, so it's taken the shape of a young man and apprenticed to a carpenter to learn wood-working. It also sometimes takes the shape of the young man's crippled father who spends all his time in their hovel. The doppleganger has a wand of Minor Image in a lead-lined box which it uses on the occasions where both the father and son need to be seen at the same time.
One of the carpenter's other apprentices has developed a feud with the doppleganger apprentice, and is becoming annoying (and he's also poking around and getting close to the truth), so the doppleganger decides to kill him. A Kellid barbarian who's recently arrived and staying in the inn, Kundal, makes a suitable fall-guy. On a night that is coincidentally a full moon, the doppleganger will use its shape-shifting abilities to steal Kundal's axe from his room and hide it in an alleyway, then use another form to lure the rival apprentice there, take Kundal's form and kill him with the axe. It will make sure that it's spotted either during the attack or after, abandon the axe, run off towards the inn and then shift and lose itself in the crowd. The PCs will then have to try to sort out the mess. If they confront Kundal in the inn with the blood-stained axe, the barbarian will be confused at first and then outraged that they have his axe, and won't listen to anyone until they hand it back. Things could degenerate quickly.
Context: we're in the late stages of RRR, and I'm using DudeMeister's "Hargulka's Monster Kingdom" (plus some tweaks of my own). One of my players made a point of collecting a hair from Hargulka's chair after the Monstrous Feast, and he's recently acquired the Scrying spell. He plans to scry Hargulka every day. As far as what the character sees Hargulka doing, assuming he scries at random times I'm just going to dice for it. Given that he's only seeing a few minutes out of the whole day, I've decided there's a 5% chance of seeing something useful, a 20% chance of seeing something interesting, and otherwise Hargulka is just doing mundane stuff and not discussing anything of great import. On a day when Hargulka makes his Will save, the rules say that he "feels a hostile force or a tingle, but cannot deduce the exact nature of the attack." When he fails the save and the scrying occurs, he still gets a DC 23 Perception check to notice the invisible sensor. What I'm wondering is, what will Hargulka make of the scrying sensor if he spots it? IMC he has an Intelligence score of 16, so he's pretty smart, but he has no Knowledge (Arcana) or Spellcraft skill. Still, this thing is going to be showing up day after day, invisible and following him around... Possible things he might decide:
Then there's what he decides its motivations are:
I'm looking for ideas about how I determine what he decides. I don't want to automatically say "he immediately becomes suspicious that it's spying on him" and acts accordingly (not letting on that he's spotted it, not giving away anything important, perhaps trying to use Bluff to give false information), but I'm finding it hard to imagine how else one might interpret a small invisible flying thing that follows you around and tries to keep a low profile and doesn't talk to you. (Of course, there's a chance you can cast Message through the scrying, so the sensor could actually "talk" to him if the player chose to... which might skew things towards a particular interpretation.)
I'm very pleased that my players are currently en-route to Varnhold during module 2, to enlist Maegar Varn and his mercenaries to help against the troll armies they know are coming. The players' realm's armies aren't ready - they have a Tiny army of rangers, and a Medium army of soldiers who are still in training and won't finish boot camp for another fortnight. They're worried the trolls will attack before they're ready - they snuck in and rescued all the River Kingdom slaves from the trolls just at the start of the winter, and know the trolls are starving and becoming desperate. When they originally learned about the Monster Kingdom they wrote letters to Varnhold, Fort Drelev and Mivon warning them of the threat, and Varn wrote back offering his cavalry as mercenaries if they needed, at very reasonable rates. Battle-ready soldiers and an experienced commander who all are ready to go right now are suddenly very attractive. In order to save time, the party decided to try to go overland directly to Varnhold, despite not knowing the lay of the Tors of the Levanines and the lands beyond. A good couple of Knowledge (Geography) rolls has led them to the river valley of Varnhold Pass, so they've now discovered the watchtower and are just meeting up with the Varnhold soldiers posted there. I'm very much looking forward to having them meet some of the Varnholders and look around the town while it's still a going concern.
Thanks, CB! I've wondered about writing up a "converting existing kingdoms" section, but I don't have any good ideas about how to do a conversion in a faithful fashion. The systems are quite different. One of the things I really like about GMing this version of the realm building rules is the concept of "issues". I reckon that idea could be yoinked and used to replace the event table in the standard rules without needing to move completely over to the Fate-based system. There would need to be some mechanism for players to overcome issues and remove them from the deck in order to get the full benefit of events that change over time, though. In my game, I have 13 different issues currently in the pile, and two more sitting in the wings waiting for the right conditions to activate, each of which has its own little event table or sequence of events. For example, I turned Dudemeister's Hargulka's Monster Kingdom into an issue, using each of his encounters as an event I could tick off on the issue card. I also made a small event table of Monster Kingdom badness which I could roll on if I drew the card and felt it wasn't a good time to advance the "plot". For the Realm Alignment issue, I've done up a list of six adjectives for Good, Neutral and Evil, and six nouns for Lawful, Neutral and Chaotic. When that issue comes up, I take the realm's current alignment, roll 2d6 and see what sort of event I can come up with based on the combination I rolled.
Alignment words:
Good: 1: Benign, 2: Selfless, 3: Generous: 4: Forgiving: 5: Altruistic, 6: Naive Neutral: 1: Forgiving, 2: Well-intentioned, 3: Uncommitted, 4: Balanced, 5: Selfish, 6: Callous Evil: 1. Malign, 2: Selfish, 3: Ruthless, 4: Violent, 5: Cruel, 6: Expedient Lawful: 1: Oppression, 2: Judgmentalism, 3: Inflexibility, 4: Efficiency, 5: Obedience, 6. Organisation
(With the Fate-based rules, the players don't actually get to choose their realm's alignment. Instead, the alignment starts at the "average for the citizens", and the players can take actions to try to slowly shift their realm to the alignment they want.) So far, their realm is still Chaotic Neutral (an alignment that suits none of them, although the Chaotic Good Witch is happier about it than the Lawful Good Paladin or the Lawful Neutral Baron). I've drawn the Alignment issue twice so far... the first time I rolled "Well-intentioned recklessness", so the event revolved around a group of citizens who resented the Baron's trade agreement with Hargulka and his evil trolls, and were gearing up to march south and try to show the trolls what-for. Due to how that played out, these citizens became the core of the Barony's first army, known as "The Baron's Conscience". The second time I rolled "Balanced Freedom", so the event involved some of the new immigrants being of Issian stock (taking "balanced" to mean "representation of the other side") who were being vocal in their support of Issia ("freedom" = speaking their minds freely) to the annoyance of the formerly Rostlandic citizens. The one-shot events in RRR (with Grigory, and Kundal, and Malgorzata Niska, and the Rezbins) are each their own issue with their own sequence of escalating events. And some of the 3rd party modules I'm planning on running are also issues, with various hooks that can come up when the issue is drawn. Some of these events are incidental to the central problem of the issue, but act as an introduction of an NPC that will be significant later (such a Malgorzata).
For the Kingmaker campaign I'm GMing, I've came up with a complete re-write of the kingdom-building rules, inspired by the Fate RPG. I've played in a Kingmaker game before (as a player), and so saw how the original kingdom-building rules tend to become a unwieldy when the realm grows beyond a certain point. The "zoom level" of the rules don't change, so even when you're running a dozen cities across three maps, the rules are still focussed around individual city improvements. Also, since both the bonus to the Kingdom checks and the DC for those checks are under the control of the players (based on how much they build improvements vs. how much they expand), given time it's fairly easy to arrange things so your kingdom can't fail any check on anything other than a 1, even with unrest. So, prior to the realm-building stage of the game I'm GMing, I came up with these alternative rules: Fate-based Realm Building: https://docs.google.com/document/d/1zlo3ep1_g4DZGTh4mE3zH5G-Wa51i1yd1BXwv3d l0Rg/edit?usp=sharing. Apologies for the size of the document... it's not because the rules are particularly complex, it's because I wrote them for my players, who hadn't read the original Kingdom building rules, so I spell everything out from scratch and include examples. My players are still in RRR and their Barony is relatively small (10 hexes, two settlements) so the rules haven't yet been playtested into the late game where the original rules start to have problems. Still, it's been working for us so far, with the players pretty engaged with their roles in the realm. I was going to wait until they'd been more thoroughly tested, but I had a request to share them, so here they are. Below is the TL;DR version, highlighting the rules' key features.
To give an idea of a game in progress, here's a snapshot of the Barony of Greenbelt (yes, I know, I apologise for the name, blame my players). Barony of Greenbelt: Realm: Barony of Greenbelt
Region: The Greenbelt
Settlement: Haven
Settlement: Port Greengate
Individual aspects: Last Stonebeard Royal, Mindless Optimism, Bastard Son of Nobility, Oracle of Earth, Ithildon's Irregulars, Tiressia and Falcos
According to the Iobaria timeline, there was also a plague which specifically killed males in Iobaria about 500 years after the Taldan armies of Exploration:
Pathfinder Wiki wrote: 2546 AR Ohjar's Plague kills a third of all male centaurs, orcs, and humans across the land in a mere 8 months. ... but that was still 1,500 years ago, and you'd think that a gender imbalance caused by war or disease would correct itself within a few generations. I haven't found anything in official Golarion lore that specifically says the cyclopes and centaurs were enemies back before Earthfall, but IMC I'm saying there was indeed such an enmity. That's why the Nomen centaurs today have inherited a duty to guard "the west" against Vordakai's return. It's also going to be why, in Vordakai's tomb, I'm going to add a magical construct powered by the Four Horsemen, probably in W18, which visits plagues and death on male centaurs within 100 miles (since the males were the warriors when the thing was created). This ancient curse was the source of Ohjar's plague (which spread beyond the 100 mile radius once it got going), and continues to kill most of the male offspring of centaur tribes that dwell close to the Tors of Levenies. That's why the centaurs of the area still have a reputation of having "No men". It also means that if the PCs identify and destroy it as part of dealing with Vordakai, the local centaur tribes will start to increase in numbers, hopefully in time to be useful by the time we hit mass combat in War of the River Kings.
hiiamtom wrote:
Here are some links that I've saved away for reference for my game. Link to a thread discussing additions to the first module: http://paizo.com/threads/rzs2klsv?Kingmaker-Expansion For the first module, there's also my offering, up towards the top of this page. Link to a "best of" thread collecting community contributions to the whole AP: http://paizo.com/threads/rzs2q2t9?Starting-KM-best-community-creations, which includes links to Dudemeister's work (which you should definitely read - they deserve to be stickied, really). Link to a thread listing published Paizo and third-party modules that fit well in the AP (scroll down to get the final list posted by Andostre, since you can't edit posts on the Paizo forums which are more than 10 minutes old, so he couldn't keep updating his original post): http://paizo.com/threads/rzs2qos5?List-of-Modules-to-Use-With-Kingmaker
Yes, there's no such thing as a custom item that's "built by the rules" if you're a player. Every one is a judgement call on behalf of the GM. The crafting rules give guidance, but the GM makes the ultimate call on feasibility and price. That said, custom items that can cast a spell N times a day as a standard action (assuming the original spell was also a standard action) should be pretty uncontroversial. A constant Mage Armour item is obviously broken, but a custom item that casts Mage Armour twice a day at Caster Level 4, say, is a useful item with a fair price by the crafting rules IMHO. It can be dispelled, it costs an action to use if you're caught short (assuming you're even wearing the item at the time), and it doesn't cover the whole day until/unless you raise the CL or incorporate Extend or make it able to cast many times per day, all of which factor into the cost. I've ruled in my game that you have to keep wearing the item for the duration of the spell effect, which means that if you want to have lots of buff-casting items you'll either need to stack them on the same item (paying 50% extra for most of them) or take up a lot of potentially useful slots (or pay double for slotless). Even with sticking to standard magic items, another potentially problematic element of the crafting rules is this bit:
Quote: The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. It's not hard for players to rack up a lot more Spellcraft than the DC required to make useful items (especially since it's been clarified that the listed caster level for items is not a requirement). You might want to make some rulings or add house-rules about missing prerequisites. I'm not sure if it's RAW, but I say that the minimum CL for an item is the minimum to cast the highest level prerequisite spell (except for enchanted weapons and armour, which have their own special rules for minimum CL). I haven't had to worry about players crafting above their level, but if it came up I'd be inclined to say that each missing level is a missing prerequisite (so a 6th level caster trying to craft something requiring a 5th level spell (minimum CL 9) would not only be missing the spell, but also the 3 level shortfall is another 3 missing prerequisites, for a total of +20 to the DC).
Gargs454 wrote: A trick I found really useful was to simply create a list of names (whether NPC, Place, Tavern, etc.) ahead of time +1 to having a list of names on hand if you're not good at making them up on the spot - I did the same thing. I also ended up making some "random bandit details" tables, after my PCs started capturing and attempting to redeem every unnamed bandit in the Stolen Lands. I've posted them before, but here they are again if they're of interest. Random bandit traits: Random physical trait: roll d12 1. Big nose/ears/feet 2. Scarred 3. Bald or very hairy 4. Short or tall 5. Clumsy or dexterous 6. Fat or thin 7. Notably young or old 8. Bad eyes or striking eyes 9. Tattoos 10. Missing limb/finger/eye 11. Brawny or scrawny 12. Smelly or very clean/neat Random personality quirk: roll d12
Why did they become a bandit? Roll d6 twice, keep most plausible result.
Alignment: Start at CN, roll d6. First roll is 5-6: move alignment one step and roll again. Second+ roll is 6: move another step away and roll again. Stop on other results, or after reaching max distance (LG/LE). Can roll for direction (always away from CN) or just choose based on other traits.
Everyone having fun (players and GM) is definitely an important thing to aim for, yes. :) Here are some more threads that might be of interest or use to you: A similar thread to this one, where a GM about to start Kingmaker asked for people's opinions of the best community creations. An old thread with ideas for number of expansions or additional encounters, mostly for the first module. There's plenty to do in the actual written module, but you might want to browse the thread for ideas. Zayne Iwatani wrote: Also the stickied threads at the top of the kingmaker forum by tdewitt274...all the links appear to be broken. Yes, the forum software has been changed since those posts were made. I believe they just linked to the same stickies you can still see at the top of this forum though. Since you mention it, you've probably already read through The Stolen Land's sticky. If you haven't, at least skim it for errata that the community spotted (as well as other clarifications of confusing things), if you have the time. I don't think there's anything too glaring in The Stolen Lands, but some of the later modules have some doozies (like omitting the tens column from some creature's attacks, so instead of +11 to hit they have +1 listed in the module for example). In case it's of any use to you, I've written a javascript-based mapping "app" for Kingmaker which we use in our game. We have it running in a browser on a tablet in the middle of the table, so everyone sitting at the table can see the map and update it as the players explore and learn of locations. The icons on the left can be dragged on to mark places on the map, and the white hexes can be clicked/tapped to remove them, revealing the Greenbelt map underneath (and revealed hexes can be covered up in case you reveal something accidentally). The menu allows you to customise things like the map image and the icons, switch between different campaigns or import/export the current map data as plain text so you can copy/paste it into a document to move the map between different devices and to have a backup saved somewhere. Here's a reasonable initial state you could import to get going. Copy and paste it (replacing whatever is already there) into the "import/export" dialogue accessible from the menu and hit the "import" button.
Initial Greenbelt Map: Name:Zayne's Kingmaker explored:14_0|12_0|10_0|8_0|9_1| halfHex:false hexHeight:209.83334554036458 hexWidth:183.28571428571428 iconSnap:{"tick.png":[75.48294067382812,135.4829444885254]} iconZoom:{} mapMaxStraight:14 mapMaxZigzag:10 mapOffsetX:2 mapOffsetY:-39 mapSrc:The_Greenbelt.jpg markers:894,130,0,icon_building.png,above,Oleg's Trading Post |1202,87,-15,icon_none.png,above,South Rostland Road party:1041,124 version:2 verticalHexes:false
pipedreamsam wrote: This being the 15-minute adventuring day style of AP there's a good chance your party will just steamroll everything. Especially with the combat heavy group you have. ... although just as a caveat, don't let that last comment make you cocky :) Kingmaker is very much a sandbox, and you can definitely encounter things well above your CR which will smoosh you if you're not clever about what you fight, what you talk to and what you run away from.
*Casts Raise Thread* I'm planning on running this version of Candlemere Tower when (if?) my players go there. I made some maps of the place, which I thought I'd share in case they're useful for anyone else running this variant. The maps are here. I have a separate maps of the ground floor, the High Priest's Cell upstairs and bottom of the pit, and also a single combined map with all three places on the same map. I used Dungeon Painter to make the initial maps, then did a pass over it using The Gimp to do some extra niceness. Enjoy!
DM_aka_Dudemeister wrote:
Well, coming from you that certainly gave me a thrill :) Thank you! I thought I'd share the latest development in my game with the Abadar-following Baron Hamysil who established a trade treaty with Hargulka. Despite the treaty, I ran the "Assault of the Fairy Nest" event, figuring that it still applied as an indirect and sneaky way to destabilise the players' barony. When they eventually tracked down Thruggnir the Stinky Egg Troll the Baron was incensed, and as they hiked back through the Narlmarches with Thruggnir's blackened bones Hamysil was composing and re-composing his scathing letter that he was going to send to Hargulka. I rolled for wandering monsters when they entered the hex east of Garuum, and it came up with an encounter. So I rolled for what they encountered, and got a 77... forest, 77, oh, 2d4 trolls. I rolled the 2d4 and got 7. That's a lot of trolls. I do all my dice rolls out in the open, so my players knew they'd encountered 7 of something. Not wanting a TPK, I decided to steal the idea I had above for Tarondor, and they came across a swathe of damage through the Narlmarches heading north. The party's ranger was not there that night, but another character had also invested in Survival and rolled well, so he was able to identify the trail as troll tracks heading north, about three hours ahead of them, in large numbers. They of course mounted up and headed after the "invasion force". I figured that there was no way they could leave such a major incursion into their land at liberty, but also would probably TPK against 7 trolls, so I had the trail split in two. Four trolls continued north making a bee-line for the Temple of the Elk, where Jhod Kavken was living basically alone, while three peeled off to the west heading for Garuum. The players had a nasty choice of which group to follow, not knowing what damage the ones they didn't follow might do, but they eventually chose to protect Jhod and headed north. They were on horseback and the trolls were on foot, so they were able to catch up in less than two hours. To convey the idea of disciplined trolls, when they caught up they saw the four trolls working in shifts - two would blaze the trail clawing through the forest while the two following behind resting, and then they would swap and the rested trolls would start to blaze the trail while the others rested. Due to good tactics, courageous decisiveness and good dice rolling by the players, not to mention some woeful dice rolling on my part (bloody Witch's Slumber Hex), they actually wiped out the four trolls without taking a scratch. So they doubled back and managed to get to Garuum in time for me to run the "Trolls and the Froggy King" event pretty much verbatim. One of my players sent this in an email after the session: Quote:
Andostre wrote: My players just killed the scythe tree from book 2. One of my players is asking if its wood has any interesting properties beyond that of normal wood. Are they thinking interesting properties along the lines of Darkwood, as a special material for crafting items with? The tree hates (certain) fey, so perhaps its wood could be used to craft Fey-bane arrows or other wooden Fey-bane weapons at a discount. If the players don't have Craft Magic Arms and Armour to take advantage of that...: ... the Old Beldame does.
I'm curious, what did the Paladin do in his role as ruler that has the rebel players all up in arms? Murdering Grigori in front of the whole town is a pretty extreme reaction - I hope they got lots of unrest. In fact, if the Paladin was involved in that, I'd have been looking at the Paladin's Code of Conduct section. IMC I had Grigori poke around town for a bit asking questions before he started his smear campaign, so the rulers had already got wind of him. The first time they got back from adventuring and found him rabble rousing in the town square, the party's witch rode forward and Slumber Hexed him unconscious right in front of everyone, and they dragged him away for questioning. I was ready to smack them with lots of unrest, but after questioning him while using Detect Thoughts they just ended up exiling him - he was stripped of his gear, publically denounced as a foreign spy (they didn't actually know whether this was true or not, but they had their suspicions) and declared him to be under sentence of death if found within their realm again. He was ridden out of town in front of everyone and delivered back to Fort Drelev. His magical gear was sold and the proceeds were distributed to the poor. I felt the PCs had done some clever things to moderate the rather extreme initial reaction, so the barony only ended up gaining 1 unrest out of the whole deal. With your rebel councillors, are their characters so politically naive that they'd just walk up to the General and openly talk sedition and rebellion when they don't know where his loyalties lie? Note that I'm talking about their characters who have lived all their lives in a feudal society, not the players. Assuming they're a bit more subtle, perhaps allow them some Sense Motive checks to realise that the General is loyal to the Baron and will not join their rebellion *before* they blurt out their treacherous intentions. If they're unable to get the General on side, perhaps they could ask that nice Mr Hargulka down south to help them overthrow the Baron? I understand he's building up some armies too... But seriously, if the rebel players are actually pissed with the Paladin's player IRL due to his behaviour, it might be time for a bit of an out-of-character round table discussion to make sure that all your players are on the same page. Inter-party conflict can be interesting and result in truly unique emergent play, but only if all the players (including the GM) are happy to go for it - otherwise it can seriously break the implicit social contract of the game.
Tarondor wrote:
I'm sure Dudemeister will come up with awesome suggestions, but what occurs to me is that if they learn the scale of what they're facing, they might decide that building up their kingdom in order to muster and support armies is the best thing to do. If they're heading into Monster Kingdom territory, they could come across evidence of Hargulka's troll armies, such as an unmissable trail of churned up mud and troll footprints leading to an area where they can spy on a "tiny" army of trolls being drilled. "Alright, wheel right, march! Kragg and Thrump, don't bunch up! Less than 40 feet between soldiers and you're fireball fodder! Trunksplitter, keep those trollhounds moving and with their noses to the ground!" Make the drill sergeant someone other than Hargulka, so it's apparent that this is *a* squad, but not necessarily *the only* squad. A tiny army is still 25 trolls, which should be pretty daunting to even the most gung-ho 4th level characters, and seeing them training intelligently and with an attempt at discipline should strike terror into anyone with a brain. Alternatively (or as well), have their Barony Spymaster start getting reports about the Monster Kingdom... maybe at first just a chance encounter by a lucky trapper or an escaped slave who got away to tell his tale, but hopefully the Spymaster will start organising rangers and spies of his own to sneak into the Monster Kingdom to keep the barony informed. If the players see that Hargulka's kingdom starts off on par theirs in terms of BP income, kingdom stats etc. but is building up most slowly, they might see that they can out-compete him on that front. The intelligence reports can also indicate that Hargulka isn't imminently about to launch an all-out assault, so they don't have to panic about that. And of course, Dudemeister's various adventure hooks in this thread give you good ways for the players to try to weaken the Monster Kingdom before a direct assault. Liberating slaves, wooing the Lizardfolk from the Troll Kingdom, taking out Howl of the North Wind and his pack when they're by themselves rather than part of a troll army... all safer ways to slow down Hargulka's expansion and reduce his power than charging in against his capital. You could make it that a successful mission against the Monster Kingdom counts as an automatic success on the Loyalty check in the "Troll Sightings" minor event for that month. Ooh! You could make it that the Lonely Warrior's legendary blade is Spoiler: . If the players hear rumours of this, it might get them searching for the Lonely Barrow to get their hands on this useful troll-slaying weapon. You can always drop in a replacement weapon later in the AP, such as Corrosive or Flaming instead of Fey Bane Spoiler: . making the +3 Greatsword in the Wyvern Bluffs in Varnhold Vanishing (location W3) into a +2 Fey Bane sword
... when players might actually consider the implications of the Core Race Aging Effects table when making the selection of their character's race. (And players choosing Elves are even more smug than normal!)
Thanks - excellent suggestions! I'm also wondering how safe the traders from the players' Barony will be when delivering goods. Hargulka doesn't want to mess with the trade deal at this point, but how disciplined are his troops? I wouldn't be surprised if some... unfortunate incidents happen at some point. Would it be too cruel to have the trade goods that the trolls send north in payment for the food be the minor magic items and personal wealth of the enslaved immigrants from the River Kingdoms that they're collecting? That will really sting when the players eventually find out. The Paladin might never trust the Baron again :) I could also tell that my players were going to explore the entire Greenbelt map in fairly short order - they were alternating kingdom turns with a bit of exploration, and probably would have uncovered the whole map within the first year. Now that there are defined boundaries between the Monster Kingdom and their Barony, I'm hoping the psychological barrier of "that's Monster Kingdom territory!" will keep them out of that part of the map for a bit longer. Thank you so much for this whole concept of a proactive Monster Kingdom, Dudemeister! It really does look like it will turn RRR up to 11, lifting it from something enjoyable into something really memorable.
My players met Hargulka at the Monstrous Feast last night. I felt it went very well, although in slightly unexpected directions. The paladin in the party was very restrained - he didn't start smiting on sight, given that Chief Sootscale had extended hospitality to *all* his guests. However, when Hargulka and the Baron (a LN bard and worshipper of Abadar) started to discuss boundaries and trade between their realms, the paladin objected to making deals with Evil, and challenged Hargulka to a duel outside. The terms of the duel were wrangled - Hargulka would try not to kill the paladin, and the paladin wouldn't use fire or acid (and no outside interference, obviously). The party's witch started up a betting pool with the Sootscales, and the baron made a personal 50 gp wager with Hargulka as to the paladin winning (although he didn't have much hope for that). They also agreed that if the paladin won, the player's Barony would own the land north of the Little Sellen river, but if he lost the Monster Kingdom would own the land south of the Gudrun River. The baron even managed to fast-talk Nagrundi into wagering something, and Nagrundi put down his pretty rock: betting that Hargulka would win.
dusky rose prism ioun stone The Sootscales marked out a 40 foot circle using lit torches in the evening gloom, and everyone watched while the paladin was beaten into unconsciousness in four rounds. Hargulka kept his fists closed so he didn't use his claws and sucked on the -4 penalty for dealing non-lethal damage, and still trounced the paladin (who admittedly was rolling abysmally). With the paladin unconscious, negotiations of territory on the west side of the Greenbelt and trade resumed. The Sootscales stayed as "free members" of the players' Barony, but Hargulka got an agreement about boundaries between the realms and a trade agreement. The Baron came away feeling that Hargulka was very honourable and "evil is as evil does". So, now I have to decide how Hargulka's kingdom is going to progress with regular shipments of food coming from the players' barony, and also what he might send up north in trade. Also, Grigori is going to love this :)
There's also the text on page 37 of the module: Varnhold Vanishing p37 wrote:
The entire structure of the tomb radiates faint transmutation magic—a DC 25 Knowledge (arcana) check correctly identifies this aura as a preservative magic intended to maintain the structure over the ages. While the magic won’t protect against physical destruction, magical effects like disintegrate, or natural disaster, it does protect the ancient tomb from more subtle effects like erosion and time. You could easily claim that the aura affects things inside the tomb as well as the walls of the tomb itself. The ancient undead cyclopses didn't decay into skeletons, and Vordakai's corporeal body didn't crumble to dust.
In case it's of any use to you, here are some random ex-bandit tables I made up to help me when my players kept capturing generic bandits alive and giving them the chance to repent. Random Ex-Bandits:
Alignment: Start at CN, roll d6. If the roll is 5 or 6: alignment is one step away and roll again. If the second or subsequent roll is 6: alignment is another step away and roll again. Otherwise stop. Random traits: roll d12 for physical and d12 for mental/personality
1. Opinionated
Why did they become a bandit? roll d6 twice, pick most plausible result. 1. Didn't have any other way to earn a living for some reason.
--- My players began paying their ex-bandits ("The Greenbelt Rangers') a wage, and encouraging them to patrol the land or take up a trade. They made a repeated point that they were big believers in second chances... but not third chances. In other words, they didn't want to know what circumstances had driven these men to banditry originally, but now that they are free men they have to toe the line from now on. I think that Kesten Garess will definitely have problems with so many ex-bandits if they're in the fort with him and the Levetons. IMC, once they began to outnumber him and his three men-at-arms, he started complaining to the PCs that he couldn't protect the trading post if they rose up. In order to keep Kesten happy, my players did things like getting them to build housing outside the fort's walls, sent working bands to occupy the Thorn River camp to keep it looking lived-in while the Stag Lord was still around, and repairing the bridge at Nettles' Crossing once that particular situation was resolved. They even floated Fat Norry 2,000 gp to fulfill his dream and build "Fat Norry's Feed House". Now that we're just starting RRR I've given them additional free buildings at the trading post as a result.
In the Kingdom Building sticky thread, a user named bcmdaniel reverse-engineered the costs of the buildings (the ones in RRR, at least) to come up with a price formula based on the building's stats. See these posts: http://paizo.com/threads/rzs2kqjx&page=16?Kingdom-Building#765 http://paizo.com/threads/rzs2kqjx&page=16?Kingdom-Building#767
I've created an interactive kingmaker hex map for my game, but alas it's not designed to display a shared view from multiple independent devices - it's something we have on a tablet in the middle of the table, and people reach over and reveal hexes or drag icons onto the map as they discover things or hear rumours about them. https://dl.dropboxusercontent.com/u/16299287/Kingmaker/Map/map.html https://dl.dropboxusercontent.com/u/16299287/Kingmaker/Map.zip At the very least, it includes images of the maps from the first two modules with the fixed encounters and symbols removed, so that might be useful to you. It has an import/export map feature which saves the current state of the map to plain text, but it would be pretty cumbersome to make a change, export the result and email the text to your group saying "import this".
Now that my players have finished Stolen Lands, here's an add-on I put together to replace Svetlana's Moon Radish quest. As well as giving Svetlana some more history, it also foreshadows Nyrissa a bit more overtly than Stolen Lands does. https://dl.dropboxusercontent.com/u/16299287/Kingmaker/NewSehir.pdf And a stand-alone map image for 3D Virtual Tabletop or similar: https://dl.dropboxusercontent.com/u/16299287/Kingmaker/Ruins-tactical.jpg I hope it's of use to someone!
If they're not travelling at half speed and foraging as they go, they'll need to be carrying a lot of rations to stay away from their realm for weeks at a stretch. It sure would be inconvenient if the pack mules or horses carrying all those rations had a mishap crossing one of the uncharted rivers... and even if they're not trying to cross rivers, the beasts would probably make especially tempting targets for hungry trolls or other somewhat-intelligent monsters who can recognise saddlebags laden with supplies when they see them. That's not to mention potions, scrolls, alchemical mixtures and other consumables the PCs might want to replenish by returning to civilization. Also, they might run into NPCs out in the wilderness who they need to escort back to safety. There's Spoiler: in the module as written, but if you don't want to use that situation just yet you could always put in someone else in need. There are trappers and hunters who frequent the wilds who might get in over their heads, or migrants coming up from the River Kingdoms to join the new kingdom who got lost.
Tyg Tannerson in the lizardfolk village The players might also come across signs of threats heading towards their lands. Assuming they have decent Survival skills, they can identify the tracks of all sorts of nasties heading north. For example, Spoiler:
werewolf tracks (changing between bare humanoid feet and wolf tracks) could not only draw them back, but nicely foreshadow the Kundal event. Kundal was attacked and infected by a natural lycanthrope in the wilderness, after all. Another thought: a Barghest that attacks the party and then Dimension Doors away when it becomes apparent that they're not an easy meal should also raise alarm bells, since a Knowledge check should let them know that it needs to eat non-evil humanoids to grow into a Greater Barghest... and where might it find a plentiful supply of frail non-evil humanoids in the Greenbelt? Let me think... Even if the players just intend to pop back quickly to resupply, drop off wandering strays or caution their subordinates or NPC council members about possible incoming threats, you should be able to show them things happening back home that suck them in. They come past Grigory in the town square ranting about the leaders who abandon their barely-established town to gallivant about the wilderness for weeks, they're approached by trusted NPCs who share their fears about rumours of a cult, and/or there's a letter waiting for them from Chief Sootscale inviting them to a certain Monstrous Feast from DM's RRR changes.
I'm in the process of making my own kingdom rules (inspired by the Fate RPG), which I'll post when I'm done. However, there's one idea in there that I think can easily stand alone that might be of interest to people. The idea is to do away with a single unified event table for kingdom events. Instead, I'm going to have a number of index cards, each reflecting a different issue affecting the players' kingdom (aspects, for those familiar with Fate). On the cards, I'm going to have a list of events associated with the issue. Each kingdom turn, I'll draw a card, and then use what's on the card to determine the event. The events on some issues are arranged in an escalating sequence - each time the card is drawn, the next event occurs and is then crossed off. On others, they're in a random mini event table of their own which I'll roll on. Some events have a mixture - a number of events that occur in sequence, and once they're done a random event table is used each time the card is drawn. Here's an example for one of the scripted events in RRR:
The Cult of Gyronna Added to the deck when the kingdom’s largest settlement reaches 1000 population, at which point Goody Niska arrives separately from (but in conjunction with) 2 commoner cultists. Goody Niska casts Undetectable Alignment on herself daily.
As the issues change over time, so does the set of possible events - hopefully, this changing variety means the players won't end up saying "ho hum, this event again". Also, if the issue is connected with something the players can do something about (such as the example above), they can remove a source of bad or annoying events by dealing with things. IMC the players' realm will start off with a number of issues:
Other issues from the modules or other ideas I've had will be added to the deck later (e.g. Barely Established will be replaced by Barony, then Dukedom and eventually Kingdom). Also, some events will create new issues, with their own events. I haven't finalised all the details and the mechanical effects etc (and when I do it'll be in my custom realm-building rules), so the above is not ready to pick up and use without work, but I think the idea has the potential to be quite cool. |