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If this is explicitly spelled out in the playtest rules, I'm not seeing it.

My expectation from PF1e and earlier editions is that you divide the XP for an encounter between the PCs. This is reinforced by the encounter-building rules in the Bestiary, which (somewhat convolutedly) says that a trivial encounter is worth 10 XP per PC, a high-difficulty encounter is worth 20 XP per PC etc.

However, the only mention I can find about dividing XP in the rules is:

PF2e Core p.339 wrote:
Any XP award gained goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party’s rogue was off in a vault stealing a treasure during the battle. If she collected a splendid gemstone, which you decided was worth 30 XP, all the party members get that XP, too.

That might be simply saying that everyone gets equal XP, whether they participated in a fight or not, which is consistent with Pathfinder's idea that there is no individual XP and all PCs in the party level up together. However, it also could be read to suggest that everyone gets the full value of the encounter...

It really doesn't make sense to me for a trivial encounter for a party of 3 PCs to award them 30 XP each and a trivial encounter for a part of 5 PCs to award them 50 XP each, so I feel it must be divided, but as I said, I'm not seeing it actually called out in the rules...


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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:


  • It's some sort of creature, although it doesn't smell like a will-o-wisp (which is a scent he's familiar with).
  • It's some sort of spell or curse
  • It's some sign of divine favour
  • ...?

Then there's what he decides its motivations are:

  • It's spying on him
  • It's giving him bad luck
  • It's giving him good luck
  • It's just one of those things, and can safely be ignored
  • ...?

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.)


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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.


  • There are ten realm skills, one for each leadership role: Loyalty, Stability, Law, Diplomacy, Military, Piety, Arcana, Intrigue, Economy and Patrols. The leader's best relevant stat bonus boosts the corresponding skill.
  • As is common in Fate, the realm skills must be arranged in a "skill pyramid", requiring that each tier of skills have more skills in the next lower tier to "support" them. Thus, a given realm can only have a small number of peak skills, with most other skills in lower tiers.
  • Growing settlements and claimed hexes contributes skill points towards improving the realm's skills, stacking the skill pyramid higher.
  • Realms, settlements, regions and leaders also have Aspects, a key feature of Fate. Aspects are free-form phrases describing the advantageous (and not-so-advantageous) features of the thing in question, and can have mechanical impact when they are relevant. For example, the hexes of the Greenbelt region claimed so far might result in the region having the aspects "Moon Radish Patch" and "Fertile Plains", whereas a settlement founded at Oleg's could have "Oleg's Trading Post" as an aspect.
  • The realm turn only has three easy-to-remember phases: an income phase, an action phase and an event phase.
  • The action phase involves the realm leaders taking actions, which cost BP. Each leadership role has a specific list of actions they can take - for example, the Treasurer can Create Advantage, Overcome Issues, Deposit Wealth, Generate BPs or Solicit Capital, which are done using "their" realm skill, Economy. The General can roll the realm's Military skill to Create Advantage, Overcome Issues, Muster/Improve Armies or Capture Localities. It is through these actions that hexes are claimed, settlements are founded and improved, edicts are passed, armies are mustered and so on.
  • In the event phase, the GM randomly picks one of the realm's current issues (which are aspects on the realm representing challenges the realm is facing) and "compels" it, causing some event to occur relating to that issue - it might be good, bad or indifferent. Additional issues can be compelled by the GM by spending Unrest.
  • The realm's issues change over time - players can take Overcome actions to tackle them, with success removing the issue from play; the associated events will no longer occur in the Event phase, so the players can actively impact the events they have to deal with. The GM can also introduce new issues, either due to failed realm actions or due to plot events. This means that the possible events the players experience change organically over time as their realm evolves.
  • To reduce book-keeping, I didn't want the rules to require tracking ongoing running costs which must be paid out of each turn's income, balancing consumption budgets for farms, hexes, settlements, armies etc. Instead, actions are assumed to include future administration of the change in question. However, the BP cost to take an action escalates the larger the realm is, and the more consecutive actions the players take in a turn. The DC for actions also increase the more ambitious the action (e.g. claiming multiple hexes in a single "Claim Winderness" action) or in other cases (the DC to recruit or improve an army is increased by all currently mustered armies).

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

  • Size: 20
  • Aspects: Fair and Just Laws, Willing Hands
  • Known Issues: Barely Established, Encroaching Wilderness, Hargulka's Monster Kingdom, Lord Scrivenen Sellemius, Nervous Neighbours, Realm Alignment (Chaotic Neutral), The Candlemere Horror, The Four Seasons, The Lumber Consortium
  • Skills: Arcana +4, Diplomacy +8, Economy +7, Intrigue +4, Law +2, Loyalty +4, Military +3, Patrols +8, Piety +4, Stability +8
  • Unrest: 2
  • Treasury: 0 BPs

Region: The Greenbelt

  • Size: 10 hexes
  • Aspects: Fangberry Bushes, Fertile Plains, Gold Mine, Moon Radish Patch, Temple of the Elk
  • Skill Advances: Patrols, Stability

Settlement: Haven

  • Size: 4
  • Aspects: Bokken the Adept Alchemist, Fat Norry's Food House
  • Skill Advances: Economy

Settlement: Port Greengate

  • Size: 6
  • Aspects: Central Location, Ruined Fort
  • Skill Advances: Diplomacy

Individual aspects: Last Stonebeard Royal, Mindless Optimism, Bastard Son of Nobility, Oracle of Earth, Ithildon's Irregulars, Tiressia and Falcos


Hi! I find it weird and annoying that the best strategy for multi-limb monsters with the grab ability seems to be to drop their grabbed target and full-attack each round. I'm contemplating the following house rule, but I'm not sure if it would make such creatures too deadly.

Grapple house rule wrote:

When using a full attack action using multiple limbs, bites etc. (i.e. not iterative attacks), a creature can opt to maintain a grapple in addition to making attacks by foregoing the attacks associated with the limbs being used to maintain the grapple.

A regular grapple normally uses two limbs (unless the creature only has one relevant limb, such as a crocodile that grabs things with its mouth). A creature with the grab ability on two or more attacks can choose to use only one limb if they opt to take a -20 penalty on their CMB checks to make and maintain the grapple, as normal. It can choose to switch between one or two limbs at the start of its turn for a given round before making any attacks or rolling to maintain the grapple, losing or gaining the grappled condition itself and gaining or losing the -20 penalty.

A single creature cannot be grappled/constricted with additional limbs beyond two.

So, an octopus that successfully attacks and makes its CMB check to grab a creature can choose to wrap it in two of its tentacles (gaining the grappled condition itself), leaving the other six tentacles free. Assuming the victim doesn't manage to escape in its turn, in the octopus' next turn it can full-attack, rolling to maintain the grapple (occupying two tentacles) with the +5 bonus for controlling the grapple and also making regular attacks with its beak and the remaining six tentacles.

Alternatively, at the start after hitting with a tentacle the octopus can decide to wrap the victim up in only one tentacle by taking -20 on its grapple check. Assuming it still succeeds, the victim gains the grappled condition but the octopus doesn't. If the victim doesn't break free before the octopus' next turn, the octopus can full attack with its beak and seven tentacles, plus roll to maintain the grapple (with +5 for controlling the grapple and the -20 penalty) using the eighth tentacle.

As long as it continues to full-attack the octopus could end up grappling multiple opponents with its tentacles... up to four without penalties or eight if it was taking -20 an all of them.

Given the +5 bonus the creature in charge of a grapple gains to maintain the grapple, a common tactic for a creature with grab and a high CMB would be to grab with two limbs initially, but then choose to drop down to one limb on its next turn and start using the freed limb to attack, losing the grappled condition on itself and using the +5 bonus for being in charge to partially offset the -20 for using only one limb.

Thoughts?


Hi! I searched and didn't find anything that directly helped resolve my confusion about the interaction between the spells Knock and Arcane Lock.

Here's the text of both spells:

Knock:
Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.

Arcane Lock:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

Say we have a door that has a superior lock (Disable Device DC 40) which has also been Arcane Locked (raising the Disable Device DC to 50).

Which of the following happens when a Knock spell is cast on the door?


  • The caster of Knock makes a caster level check + 10 against the augmented DC of 50. If successful, the door unlocks and the Arcane Lock is suppressed for 10 minutes, after which time the door locks again.
  • The caster of Knock makes a caster level check + 10 against a DC of 40 ("against the DC of the lock"). If successful, the door unlocks and the Arcane Lock is suppressed for 10 minutes, after which time the door locks again.
  • The Knock spell automatically suppresses the Arcane Lock spell for 10 minutes ("If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes"), but the door remains locked. For the next 10 minutes, the door can be unlocked with Disable Device or another casting of Knock against a DC of 40.
  • Something else...

If the correct ruling is the first, it seems that even a 20th level caster isn't likely to unlock that door. He'd be better of casting Dispel Magic on the lock to dispel the Arcane Lock first (caster check vs. Arcane Lock caster's level + 11) and then casting Knock.


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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.

  • First event: (Opportunity) the kingdom’s first birth! Apparently auspicious event - don’t mention the midwife by name.
  • Second event: (Special) an opportunity for the PCs to unwittingly stop a new recruit. If the widow of some male citizen that died in a previous event (e.g. victim of Kundal) was not thought of, she was left without support, turned to prostitution out of desperation and is now bitter and resentful. She joins the cult at this event (and she’ll be there when the players eventually track down the cult to berate them and twist the knife during the combat) - advance to the third event immediately. If the players thought to enquire after the dead man’s family and provided her with some way to support herself, then that won’t happen, and something good unrelated to the Cult happens at this event (Opportunity).
  • Third event: A feud springs up between two former trade partners over some missing money (Create Issue). Two more commoners are recruited to the cult. Rumours of a cult of Gyronna start to circulate among the paranoid at this point.
  • Fourth event: To divert suspicion Goody Niska swapped a baby delivered by some other midwife for a changeling, and it transforms and attacks this month (Problem). Talk of Gyronna becomes common, the midwife in question is potentially run out of town or murdered. Magical trinkets of protection (constant +1 to Will saves = 250 gp down to cast Resistance 1/week = 25 gp) start to proliferate, creating many sources of faint Abjuration magic in the town.
  • At this point there are 5 or 6 (depending on event 2) first level commoner cultists and the cult starts really undermining the town (roll random events below).
    1. An act of envy or spite by townsfolk (Problem)
    2. A new feud starts (Create Issue)
    3. Rumours and accusations. All ongoing feuds generate 1d4 unrest.
    4. A monstrous changeling “monsters out” and attacks (Problem).
    5. Cult gains 1d3 new commoner recruits, and also random event 2.
    6. Goody Niska trains a cultist as a cleric. The acolyte always wears a ring of Mind Shielding (acquired by the cult the first time this event is rolled) and becomes a 1st level cleric of Gyronna, or advances 1 level (up to a max of 3rd, at which point they can cast Undetectable Alignment each day and the ring moves on to the next trainee). Also roll again, ignoring further 6s.

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:


  • Barely Established, with events specific to an immature kingdom (influxes or shortages of new colonists, food production or storage problems, skills shortages). Removed when the kingdom has established necessary buildings and infrastructure.
  • Encroaching Wilderness, with events like monster attacks and Fey Chaos, which is removed once the kingdom grows to the point where at least half of its hexes do not adjoin wilderness.
  • The Four Seasons, with a different event table for each season, depending on which month the card is drawn. Events such as good or poor harvests, hard or mild winters etc.
  • Nervous Neighbours, with events relating to the deteriorating situation in Brevoy.

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.


I've seen a few references on the forums to expanding Candlemere Tower with content from Carrion Hill. It seems like a good fit for theme of Candlemere Tower and for the PCs' level, but the situation in Carrion Hill doesn't exactly fit the likely state of the players' kingdom in Rivers Run Red.

I thought I'd share my ideas, and see what other folks have done. Spoilers ahead, obviously.

Spoiler:
The basic premise of Carrion Hill is easily applicable to RRR: the five Keepers of the Oldest have unwisely summoned a Spawn of Yog-Sothoth, and it needs to consume them all to return to full power. They are all in hiding, and the Spawn is hunting them down - the players need to find them and secure or kill them first, or they'll have an unstoppable monstrosity on their hands.

However, the specifics of the module assume the city where play occurs is old and built on top of dozens of older ruins. That doesn't fit RRR where the players are founding brand new settlements in the wilderness, unless the players choose to found a city on the Candlemere Lake island itself before cleansing it (which doesn't seem likely).

So, the changes I'm thinking of making:


  • The Sunless Grove is hidden under Candlemere Tower, but inaccessible the first time the players visit the tower.
  • The Keepers of the Oldest have gravitated to the PCs' kingdom because their research has taught them the location of the Sunless Grove, and there is now a convenient nearby settlement to base themselves in and the lands are being cleared of nasty monsters, making travel safe.
  • If the PCs investigate Candlemere Tower, run it as written or with variations (such as the awesome ideas from this thread).
  • Once the players have made the island safe (if not cleansed of taint), Keeper Rupman the merchant organises a boat and the five make their own trips out to the island searching for the Sunless Grove. If the players take too long to deal with Candlemere Tower (e.g. advance beyond 5th level) the Keepers can head to the island with Protection from Energy and brave the dangers to get to the Grove anyway.
  • When they summon the Spawn of Yog Sothoth, it only manages to eat Keeper Baskerwhel initially. Keeper Marshan escapes with the other three. The summoning causes some large obvious sign in the world, to be spotted by the PCs (or the Old Belledame, or hunters and trappers, or farmers if they’ve claimed hexes near Candlemere). Lightning repeatedly striking the island, or a vortex of black clouds in the sky centered on the tower, or something. Animals in the area could briefly go wild at the same time, to make it more portentous.
  • The Spawn takes a while to break free, as per the module. It escapes just before the PCs reach the island if they go to investigate the strange occurrence. They find a previously-missed secret door hanging open leading to the Sunless Grove under the tower and the Pnakotic Manuscript with the incriminating signatures. A sickening slime trail leads out of the cave along a tunnel that emerges near the edge of the island and then changes direction and enters the lake - heading directly towards their settlement.
  • The creature attacks Marshan’s house and absorbs him, putting it on par with the start of the written adventure. If the PCs went to Candlemere, this happens shortly before they get back. If they didn’t, this alerts the PCs that something bad is happening and gives them a chance to learn the names of the other keepers from the wreckage.
  • If the PCs haven’t built sewers under their town, make the Spawn able to cast Fly 1/day. It invisibly flies over the town, destroys a Keeper's building and returns to the lake to recover the use of the spell each day.

From there, the module can run as written. The three surviving Keepers have specific buildings in the module, but it should be possible to set them up in something similar before the summoning occurs.


  • Keeper Rupman can set himself up as a merchant with zombie labourers in some smelly and unpleasant job pretty much as per the module without the rulers getting involved.
  • Keeper Hyve the loremaster can set himself up likewise, although the caves under his workplace will be harder to justify. There could be a "random" kingdom event where the town gains a free library as he sets up shop, but the owner is very fussy about where the building is sited (because his knowledge of geology and Rupman and Crowe's magic have located some suitable caves he can tunnel down to).
  • An asylum for Keeper Crowe is even harder to arrange. He could instead have set up a shelter for beggars and outcasts, pretending to be a cleric of Desna or something.

Any of the three Keepers who doesn't have an interesting home base can always do a runner and require the players (and the Spawn) to track them across the Greenbelt.

Thoughts?


Hi, all. I've been working on a variation on the kingdom building rules that allow you to "zoom out" to higher levels where you don't worry about specific buildings or hexes any more. I don't know that it's mechanically much simpler than the original rules, but it's certainly less fiddly.

A number of people have said that they found the existing rules a bit cumbersome with larger kingdoms, but that moving to "kingdom in the background" felt like they were giving up. I can see from my experience that the day will come when building stables in the fifth settlement from the left will be too much detail, too. Hence, rules that allow rulers to manage their kingdoms at higher levels.

https://dl.dropboxusercontent.com/u/16299287/Kingmaker/ScaleableKingdom.pdf

You can manage your kingdom at four different scales. To copy from my rules:

  • Building scale This is the scale of the existing Kingmaker kingdom-building rules. Each settlement is improved building-by-building, and terrain hexes are individually upgraded with roads, farms and other improvements.
  • Local scale At this scale, settlements are treated as atomic entities, without worrying too much about what specific buildings are within. The kingdom's rulers invest BPs into a settlement to get a particular outcome (such as to improve its defences, bolster its economy or decrease unrest), rather than choosing from a list of possible buildings. Improvements to terrain hexes are still individually
    tracked.
  • Regional scale At this scale, rulers manage all the hexes within entire regions of their kingdom (such as the Kamelands or the Narlmarches) as a single entity. Much like settlements at local scale, BPs are invested into a region to get a particular outcome, without worrying too much about which specific hexes are claimed and improved. Settlements within the region are still handled as individual entities.
  • Kingdom scale This is the highest-level view for the rulers of the kingdom. Settlements within a region are "rolled up" and managed as a single entity. Spending on settlements in the region is done without worrying about which specific settlement is being improved. At the
    most extreme, the entire kingdom can be assigned to a single region.

In order to scale in and out, some of the details from the normal rules are abstracted. There are no lists of buildings or terrain improvements with unique features - for example, +1 Economy costs 3 BP whether it's bought as part of a magic shop, a castle or a market place.

I've done some playtesting of the changes for a small kingdom using kingdom scale and found that it works. I'll continue to do the playtest and see that they still work for larger kingdoms, but I thought I'd share now in case anyone is interested.


Hi! I've ended up with two different Paizo accounts due to changing my email address. Is it possible to merge them?

(I still have access to both email accounts.)

Thanks in advance!


(Spoiler warning for players, I guess)

It's been commented on in other threads that it's a bit of a problem that the PCs in The Stolen Lands are given a password to the Stag Lord's fort with a one-week shelf life. The opening situation of the module encourages them to head to Thorn River camp fairly immediately after dealing with Happs and co., but if they press on to the fort to use the password before it expires they'll get there while still first level, and well...

So, I had a thought about the password that I thought I'd share. Make it that the passwords don't expire - knowing any previous password grants access to the fort. However, the fort residents still change the password regularly (every week, or every month, or whatever). The primary purpose of these changing passwords is to determine how long it's been since a password-giver has been back to base, and therefore how much loot they owe. Anyone who gives a valid password and can pay for their time away (based on the age of their password) will be given the current password before they head out again.

This way, the players can sit on the password from Thorn River camp as long as they like - but the longer they wait, the more loot they'll need to muster to "pay" the fort with if they want to play the role of bandits and get in without grief.

Thoughts? Am I being too generous to my players?


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Hi, all. I'm about to start running Kingmaker in a week or so, and I must say, there are some amazing resources and ideas floating around on this forum. Thank you all so much for your inspirational ideas!

As well as running Stolen Lands, I'm also a player in my son's game, where we're about to start Varnhold Vanishing. Since I'm allergic to spoilers, I've avoided reading the whole AP synopsis in the Stolen Lands, which is going to make it a bit tricky... I don't have a clear idea of what's really going on behind the scenes. We have learned of the existence of Nyrissa during Rivers Run Red, though, so at least I know that much.

Anyway, as a player I wrote a javascript/html application for kingdom building that I thought might be of general interest. I know that it works in Chrome, Firefox and on my son's iPad... I haven't checked if it works in IE.

https://dl.dropboxusercontent.com/u/16299287/Kingmaker/Kingdom/kingdom.html

It automates some of the kingdom stat tracking (like the excel sheets that are floating around) but also allows you to construct your cities and see the buildings laid out. Some BP costs need to be subtracted from your total manually - building roads or farms, for instance, because it doesn't know what terrain you're building them on. Likewise, income and magic items sales need to be added manually.

Some UI interactions are admittedly a bit obscure - you can edit the kingdom name by clicking the name even though it just appears as regular text, for example, and likewise edit people's names and stats. The [+] "icons" expand the relevant sections (Leadership Positions, People, Cities and Other Resources).

The information you enter is saved in your browser's local storage, but you can export and import the data as plain text from the menu (accessible from the link on the top right). It supports multiple kingdoms, as long as they have different names.

I've applied the errata from the Kingdom Building sticky thread for a few of the buildings, but for now it's a pretty straight implementation of the RAW in Rivers Run Red. I'm planning on adding a house-rules page to it though, giving the option of applying some of the changes I want to make.

The other thing I've written, now that I'm about to GM the Stolen Lands, is a simple mapping tool for exploring Greenbelt.

https://dl.dropboxusercontent.com/u/16299287/Kingmaker/Map/map.html

Again, the UI isn't perfect, but I think it's not too bad. The plan is to have it sitting on an iPad on the table when we play (hence the large font size of the links), and the players can reveal hexes as they explore and drag icons and stick pins onto the map. There's a pawn icon that can be dragged around to represent the party's current location. It saves its state into the browser's local store and supports multiple campaigns, but doesn't yet have an import/export feature.

The GM has to manually reveal the South Rostland Road in the north-east corner and place Oleg's Trading Post before starting, but I don't feel that's particularly onerous.

I hope these are of some use to people!