Using Kingmaker's kingdom building rules in Expedition to Castle Ravenloft (v3.5)


Kingmaker


I'm considering using some of Kingmaker's kingdom building rules in a Ravenloft campaign I'm running. Has anyone tried this before? Does anyone have any advice for how I can adapt it? or what I should keep in mind? So far, my main concern is the amount of time it takes for kingdom development, considering...

Ravenloft spoiler:
...Ravenloft is on a much shorter time limit than the adventure path. If I play it by the book, Count Strahd will probably dominate Ireena completely, long before their kingdom is even half built. Which could be interesting, as the players might have an extra incentive to invade his castle to try and get Ireena back. Also, those witches of Lysaga Hill should probably raise that unholy monstrosity by the next full moon, which could be a bit less fun (we're playing the 'Brook No Rival' secondary goal).

For those unfamiliar with Ravenloft, the beginning of the campaign has the PCs arriving at a ruined town overrun with zombies, the town's mayor having been recently poisoned, and the priest of the local church gone insane. I thought it would fit right in to have them take over the situation, and at least help the town to rebuild a little.


that sounds like a fun intro


I guess this is a very specific question. Perhaps a more general question could be: Which other campaigns have people tried to run kingdom building rules in? and what hurdles did you run into?


I would not start the kingdom building stuff until after Strahd was out for the "count" (harharhar). IIRC he is in charge of the area? It's been a few years since I ran it. The timeframe is far too short to let the PCs invest much into the town. Maybe just let them know its an option after the module you're on?

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