I started kingmaker as a DM, but I am not very happy with the kingdom buliding / leadership / city building
I think my players will loose interest in the "sim city like" aspects of kingdom building and the various bonuses and sub-rules
I don't want to restrict them to pre-formed ruler types and city blocks are just to modern for us (we are european)
I thought about using just Economy and unrest and build consumption around kingdom size and thought about letting them attract citizens instead of building every building themself
A lot of people seem to feel Saventh-Yhi is much to underdeveloped, so let's develop it together.
Let's flesh out all the buildings that stand out on the map but have no description.
Significant structures on the map like:
- White stairs with round plaza west of Area D
- 3 waterways with 8 square buildings between D and E
- 4 three-story ziggurats at the shore of E
- Row of square buildings blocking the road to Spear E
- Ruin on island south of E
- Plaza soutwest of J1
- Dam northwest of M
- Two-story ziggurat in G (copy-paste building from K4) + tower south of it
- Row of 4 square buildings between G and D
- Buildings on the island south of F2
- The towers(?) on the F Islands
- Buildings northeast of F3/F4
Round gray plaza with thing in the middle east of D3:
Aveshai's memorial
A large plaza paved with gray granite, the stones are cracked and withered but seem to once have been smooth and polished. Monoliths from the same stone surround the place.
In the middle of the plaza stands a tall pedestal decorated with bas-reliefs depicting battles between human and serpentfolk armies. On top of the pedestal stands a large marble statue of a cyclop. The giant holds a huge sword in his hands and stares vigilant into the jungle to the east.
A row of square towers to the northeast of the plaza form the city border.
My players make better adventuring parties if they are given a common theme to start from.
I decided to let them be part of an expedition to rescue Eando Kline, formed by a friend of him, in Absolom and board the Jenivere there.
English is not my natural language so I would be very happy if somebody could read my handout and tell me if it sounds right and convincing.
It will be a poster (found around the Absolom schools) and will replace the players guide for my campaigns.
Handout Text:
Proclamation and Advertisement
Assortment of an expedition into the Mwangi Expanse
Able-bodied men and women wanted for a sponsored expedition into the jungle of the southern mwangi expanse.
The team will need to be able to defend itself from the various dangers of tropical jungles and will need to posses the capability to provide a coherent journal of their discoveries able to uphold scientific standards.
the following roles should be roughly fulfilled in the assembled team:
Defender/Combatant - People will need martial abilities to defend the expedition against wild beasts, hostile natives or even monsters. the use of heavy armor is discouraged, however, due to climatic reasons
Scout/Hunter - People with the ability to read tracks, navigate, and find food in the natural environment will be highly needed. The expedition may need be self sufficient at some times
Healer/Divine Caster - The tropics are a dangerous place and the expedition may need members capable of curing wounds and/or diseases
Arcane Caster - The ability to cast arcane magic would be of great help for the expedition's success
Scholars of the following subjects will be highly appreciated:
History, Architecture, Local Knowledge (Mwangi Expense), Nature, Arcana, Religion
The ability to communicate in Polyglot will be helpful.
Diplomatic skills will be highly appreciated
Hostile Encounters with humans, monstrous humanoids, giant vermin, animals could be possible.
Expedition members will be expected to uphold certain moral and ethical standards.
Scion-Lord Haimon Hueff of House Mercerene
district seat on the Low Council
Venture-Captain Pf.S. (retd.)
Bronze Sword
Best Location:
Sandpoint
The Hambley Farm
Foxglove Manor
Magnimar
The Copper Dwarf
Foxglove Townhouse
The Skinsaw Sawmill
The Shadow Clock
Most memorable Villain:
Foxglove Manor (the haunts)
Aldren Foxglove (male dread ghast aristocrat/rogue)
The faceless stalkers (shapshifters)
Justice Ironbriar (male halfelf cleric)
The scarecrow (lifespark flesh golem)
Xanesha (lamia matriarch sorcerer)
Best Battle or Szene:
Murder at the Sandpoint lumber mill
investigations in Sandpoint
Battle with ghouls at the Hambley Farm
The Haunts at Foxglove Manor
Fight with Aldren in the caverns
Spending quality time at the Copper Dwarf
Battle with the faceless stalkers
Battle with the cultists and Justice Ironbriar at the sawmill
Fight with the Scarecrow
Fight with Xanesha at the Clocktower
And the winners are:
Best Location:
1. Foxglove Manor 6
2. The Hambley Farm 2
3. Magnimar 1
3. The Copper Dwarf 1
Most memorable Villain:
1. Foxglove Manor 6
2. Xanesha 2
2. The scarecrow 2
Best Battle or Szene:
1. The Haunts at Foxglove Manor 3
2. Fight with Xanesha at the Clocktower 3
3. Spending quality time at the Copper Dwarf 2
The pig sounds fun, but thinking about it for a moment, how should you adventure with a PIG in tow?
A pig is a big and heavy beast, the first climb check could be the end of your partnership because it can't climb and you can't really carry it, you can't take it with you into formal locations and the impression on authorities if you bring a pig to an audience, well.....
On the other hand, the wizard gets monkey and weasel, both are fun and can look after themselves a bit, that is important for a witch familiar because you have a problem if your familiar dies. I could really see a jungle with with a monkey, sounds great. So why no monkey or weasel?
This is sensational:
Germany’s most important news and politics magazine “Der Spiegel” today released an article on they’re website about the very old roots of our hobby (Spiegel-Online as a roleplaying game section, believe it or not)
In these pictures you see a table inscribed with “tactical war games”. It was designed for Prussian king Friedrich Wilhelm II. by Georg Leopold von Reiswitza, member of his war council, in the year 1812.
The playing field worked just like dungeon tiles and could be re-designed every game.
The outcome of battles was determined by dice.
I'm planing to let winter pass between skinsaw and hook mountain.
To create the feeling of time passing by, I want to play a small winter side trek – but I can’t find a good one.
Any tips for a good Level 6 or 7 side trek or small adventure with a winter theme and lots of snow ?
Maybe from dungeon or a pathfinder society
Karzoug has some great monologs in Burnt Offering, Fortress of the Stone Giants and Sins of the Saviors.
He is a really rememberable villain and these moments should be very dramatic highlights.
But I fear, if I just read them aloud to my players, well, they will be nothing special at all, just me, talking in my barely understandable English with German-Hessian accent.
So, while listing to the incredibly funny Goblin Song someone brought to the Community-Created-Stuff-Thread I got these really strange Idea:
Maybe somebody out here is up for the challenge?
Would you speak Karzoug’s monolgs for us and put the sound files in here?
Maybe someone with a commanding voice and some drama experience?
Pretty Please ??
Hi everyone,
I am preparing Skinsaw Murders for my players at the moment and I stumbled about a strange thing:
The haunt in Room B9 “Iesha’s Vengeance” gives the Player who gets choked, a DC16 Fort Save.
Success = 3d6nonleathal damage. Failure = Immediatly –8HP and dying.
Are there any rules backing this scenario up?
I couldn’t find any rules for a situation like this.
I think my players will cry foul on this situation, and as I have a lawyer AND a judge sitting at my table, so I better be sure on the ruling here :-)
Nym
Male elf wizard 2
N Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +4
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 14 (2d6+4)
Fort +1, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-2/19-20) or
unarmed strike -1 (1d3-2 nonlethal)
Special Attacks intense spells (+1 damage)
Wizard Spells Prepared (CL 2nd; concentration +6)
1st burning hands (DC 17), burning hands (DC 17), mage armor, obscuring mist
0 (at will)—detect magic, light, mage hand, ray of frost
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 7, Dex 18, Con 13, Int 18, Wis 11, Cha 7
Base Atk +1; CMB -1; CMD 13
Feats Alertness(Only when familiar is within 5 ft), Run, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, warrior of old
Skills Acrobatics +4 (+8 to jump with a running start), Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +4, Sense Motive +2, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bond (bill, scorpion, greensting), elven magic, versatile evocation
Combat Gear pearl of power (1st level), wand of cure light wounds (48), wand of grease (47 charges), alchemist's fire, liquid ice, vermin repellent; Other Gear dagger, air bladder, belt pouch, earplugs, flint and steel, hammock, ink, black, inkpen, masterwork backpack, mess kit, paper, tindertwig (2), wandermeal (5), waterskin, wrist sheath, spring loaded, 522 gp, 2 cp This adventure modifications - Cold weather outfit (-8 gold)
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Tracked Resources
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Alchemist's fire - 0/1
Dagger - 0/1
Liquid ice - 0/1
Pearl of power (1st level, 1/day) - 0/1
Tindertwig - 0/2
Vermin repellent - 0/1
Versatile Evocation (7/day) (Su) - 0/7
Wand of cure light wounds - 0/50
Wandermeal - 0/5
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Special Abilities
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Admixture Associated School: Evocation
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Nym is a slim and gangly elf with brown hair and green eyes with pale skin. He is dressed in simple traveling clothes.
Bill:
Male greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 7 (1d8)
Fort +2, Ref +3, Will +3
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee unarmed strike +6 (1-4 nonlethal) or
sting +1 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Alertness, Weapon Finesse[B]
Skills Climb +7, Linguistics -1, Perception +11, Sense Motive +2, Spellcraft +0, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Tracked Resources
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-none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
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Tiny black scorpian. If you look at it, it smiles at you.