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![]() Ok guys, let me have it.......... Ruby Monocle of Mind Bending
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![]() Fnipernackle wrote:
Dont give up hope yet man! Maybe we can get a Spellknitter, or Spelltailor or something! :) ![]()
![]() After roughly eight 4 hour sessions, my group has just begun the second chapter. They have spent a full year of game time building up their capital city of Stag Hollow and farming the crap out of surrounding country side. They find the ability to decide when to kingdom build and when to just go out and explore very refreshing. I think its finally ocurring to them just how much fun a sandbox style adventure can be. ![]()
![]() So the group I dm Kingmaker for has just reached the second chapter and thus have begun playing around with the kingdom building rules. Using the kingdom sheet provided in the players guide seemed slow and cumbersome, as the person keeping track of kingdom scores needed to constantly erase and re-figure the new kingdom values as they prgressed through each phase. Long story short, it was impacting our game time in a bad way.
"You are missing the whole point of DnD! Its a pen and paper game!" "Well, we might as well go diceless now! You can do it all on the precious computer" And so on and so forth. I was taken aback by the level of hostility bringing a laptop to the game table had brought on. After much explaining I finally calmed them down, let one of the players use the kingdom tracking program (which after they did admit was easier and saved a boat load of time) and things went more smoothly but.....jeez, I could almost see their eyes start glowing red at the beginning. Anyone have a similar experience? ![]()
![]() My players have yet to reach the second book of the campaign, but seem excited about the prospect of kingdom building. I was wondering if it would be feasible for each PC to start building their own city when they get to the kingdom building part, rather than just focus on one big city when they get their initial BPs. Has anyone had a group who has tried this? Or should I advise them to wait until their kingdom has grown a bit before starting Wizardville, Fighterton, etc? ![]()
![]() I wanted to make a calendar to go along with my upcoming Kingmaker campaign, but I cannot find the names of the months in the core rulebook. I assume they are detailed in the Campaign setting book, which I dont have. Can anyone help me out with the names of the months, what real months they are equivalent to, and how many days in each? Also, what year is the campaign supposed to start in? ![]()
![]() Tim Smith wrote:
I havent got it all worked out yet Tim, but some of the powers I was thinking of slowly adding to Alakast were a 3/ per day dimensional anchor, dispel magic perhaps, and maybe a once per demon encounter casting of Blessing of the Righteous, which is a 4th level spell out of PHBII that grants all allies weapons within 40 feet of Alakast an extra id6 points of holy damage and the weapons are treated as good aligned for DR purposes. As for tying Alakast to adimarchus, perhaps the last war Alakast fought in (the one in which his body perished) was the one in which a piece of Celestia was cast down and into Occipitus, and Alakast was there to witness Adimarchus's fall into the Abyss. I dunno, just throwing stuff out there, I'm sure you can put a better spin on the basic idea..... Thundergawd ![]()
![]() Wow Tim thats a great idea you have there. I wish my party hadn't already found Alakast so I could "borrow" your adventure idea. My version of Alakast is an intellegent weapon that will slowly gain more powers as the wielder bonds more with it through roleplaying and of course slaughtering evil outsiders. I set up Alakast to be the soul of Nidrama's celestial brother, who was reforged into this quarterstaff when he fell in battle against many fiends in an ancient and forgotten war on another plane. I believe I borrowed this idea from someone else that posts here, but I cant remember who at the moment. Thundergawd ![]()
![]() My players are just about to throw down with the Lord of the Demonskar and I'm concerned that it might not go well for them. They are obviously not just gonna hand over the paladin, which is what the demon wants, and they dont ever think about retreating until over half the party has been wiped out. Anybody got any helpful hints on how to run this fight? Or how about some entertaining stories about how this fight played out for them? thundergawd ![]()
![]() One other npc mistake I noticed when running my group through Zenith trajectory last week is the stat block for Mangh Mictho, the mighty kuo-toan cleric, lists him as having three attacks (at +19/+14/+9) after fully buffing himself with his spells. The thing is, his BAB just isnt high enough to have three attacks per round even after applying the divine power spell. Anyone else notice this? Or can anyone explain to me why he has three attacks? ( maybe I just overlooked something, I dunno) Thundergawd ![]()
![]() My players have just finished chapter one:Lifes Bazaar. Already there have been three deaths and one retirement. The current party is as follows: Rourke- human rogue 3/fighter 1 (looking to take the shadow dancer and tempest prestige classes) Dingle Twiddleknocker - gnome paladin of Heironeous 3 Meethos- human cleric of Heironeous 4 Arais- human wizard 3 Anoshi- human samurai 3 (bodyguard in training to the Lord Mayor) I had my players roll their traits in secret and they all agreed to only reveal what they had through good roleplaying. Rourke has the Long shadowed trait...and is hating the drawback so much that he wishes he never rolled for a trait in the first place. Dingle rolled the Mark of the Beast trait. Once he becomes a 4th level paladin he will be immune to lycanthropy so he is pretty happy with the trait. Meethos rolled the Scarred Soul trait. I cant wait till he finds out he is one of the Shackleborn! Arais rolled the Scion of Surabar trait. He is immensely pleased with being the descendant of a mighty wizard. Anoshi also rolled the scarred soul trait. Looks like the Cagewrights will be capturing a couple PCs in the future! ![]()
![]() Three of my players wish to start two new organizations in Cauldron. The 4th level rogue wants to start a thieves guild and eventually take on The Last Laugh for control of Cauldrons underworld activities. He plans on taking leadership at 6th level. I also have a paladin and a cleric of heironeous (both 4th level) who really want to start a temple to their god. The cleric also plans on taking leadership at 6th level to help accomplish this. My question is does anyone out there know how much it should cost these players to start up their respective organizations? They both need to find suitable buildings to accomadate their needs. Has anyone had their players start up their own guilds/temples in their SC campaign? Thundergawd |