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Luna eladrin wrote: It does not freeze at once, so they will have to wait for the effect. I suggest you use it as the grease spell, which is not that much higher level, but with a delay. That's more or less what I was thinking - otherwise we're getting into Minor Creation territory. It's a quandary. Resource management seems to be crucial in the initial stages of this AP, so being able to make water is a good thing (and having forever-not-freezing water negates a portion of that Survival-check-in-the-rugged-wintery-wilderness feeling) - but being able to shape things out of ice, freeze locks, or make ice spears at-will is obviously a problem. I'll just say that the water freezes in 1d6 rounds maybe - functioning like an ice sheet, as opposed to Grease per se? Though maybe I'd use the Grease effect if they decided to, say, target an item (ranged touch attack?). ![]()
So, considering that this Adventure Path mainly takes place in sub-zero temperatures, what happens if someone decides to cast Create Water? I figure if they cast it into a closed container then it's (probably) all good, at least until it gradually cools - but can my PC's use it to coat things in ice or build ice barriers or cause hail or snow or ... ? I'd generally default to "a spell can never duplicate the effects of a higher-level spell", but then again ... physics. If I was in sub-zero temperatures and could suddenly produce gallons of water wherever I'd like, I'd expect it to freeze, and I'd expect that frozen water to have *some* effect. ![]()
Does anyone know of any pre-existing modules/adventures/paths that could be easily relocated to The Stolen Lands? I'm now running a second team through the area, starting at lower levels - partially to eventually fill kingdom roles, but also because WOW this area has been well-developed by the main team of PC's. The B-Team is currently level 6, if that helps. And the A-Team is most of the way through Varnhold Vanishing. ![]()
I'm DM-ing Kingmaker right now, and my players are about 15 months into their kingdom building, so things aren't quite as far along as your game, so...grain of salt advice here: 1. Throw kingdom events at them that increase Unrest. It only takes 11 Unrest before they start losing hexes, and losing hexes hurts. If they're running roughshod over the land and populace for huge profits then there should be lots of Unrest opportunities. 2. Use hex encounters to vary the possibility and price of terrain improvements. In my game the party wizard really wants a caster's tower on Candlemere Island, but I've priced the cleanup operation there steeply, because of the environmental concerns of building on that particular crazy island! ;) 3. You might start having Restov difficulties, in terms of politics, embargoes, or outright war. 4. I've ruled that my PC's have to explore hexes themselves, not just send out their minions to clear it. It keeps their Kingdom Building in check more, I think. |