Kingmaker Additional Exploration Ideas


Advice


Obligatory "If you're about to start a kingmaker game with me then don't read this. You're just ruining your own fun."

I'm a fairly new GM about to start a kingmaker game with some friends. In reading through the books there's a lot of hexes with nothing to find. Does anyone have any good ideas for new things to add to spice up the blank hexes a bit? Preferably lower level things as my focus right now is on book 1 but I'll need to do the same for all the books eventually.

So far I've thought of some basic ones like additional hidden resource/structure areas that they can discover that will be useful for kingdom building, small tribes of creatures they can potentially befriend or just kill off and loot, additional monster encounters, other smaller bandit nests, bandit traps/tolls, etc. But I could use some additional ideas if anyone has any. Thanks!


I would suggest a basic reputation system for all the important factions similar to Fallout New Vegas. I would also allow Kings to create their own missions and send groups of Adventures on different quests.


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There are a few good random encounter tables for wildlife, interesting plants, odd landmarks, etc.

On any day of travel that has no encounters, or even if they do, roll a few of these and narrate.

The players may decide to hunt, forage or investigate and you can adjust their progress accordingly.

For example, my players often found mysteriously appearing or disappearing tracks (crossover to Fey realms), mushroom rings (some edible), or foundations of old ruins with nothing particular to explore.

Just like the miscellaneous dungeon dressing tables, dress up your wilderness. Maybe make notes of what you roll.

The players might decide to stash heavy loot somewhere and come back for it later. The <roll> black boulder by the <roll> hollow tree where the river turns east will be easy to remember.

Also, this is a great campaign for side quests, so any module or scene you've been wanting to try can fit somewhere. Those "empty" hexes are perfect.

A final thought. If you roll no encounters, try rolling twice. The party sees those two encounters dealing with each other. They can get involved or not. Like trolls catching pixies, or thylacines and wolves circling each other. It brings the world to life.


I added a "tree of life" growing at the intersection of two ley lines... made Old Bedlam, or whatever her name is, into a real Witch (ley line guardian archetype). Just for fun. No real mechanical purpose.

I had a three way war going on in the prairie between Mites, Goblins, and Kobolds... the party ended up choosing the side of the Kobolds and now the prairie is free of Mites and Goblins. And now there is a thriving Kobold community living in the gold mine.

Low level encounter with a roaming warparty of Gnolls and Pugwampi, because Pugwampi are fun.

Add a volcano.

An underground network of tunnels/caves with subterranean rivers.

A small pool of water that is bottomless and perfectly clear, it always reflects a starry night sky, regardless of the time of day or the weather.

A clearing in the forest which has a large ominous bloodstained rock in the center acting as a sundial.

An oasis that is completely backwards, everything is disproportionately sized, trees are tiny, flowers are huge, little bears, and big bees... all Alice in Wonderland style.

A dead, desolate hex completely devoid of life... it is a naturally occurring salt flat that can be mined/harvested to contribute to the economy during the kingdom building phase. Have it be extremely hostile to cross, such as the sun reflecting on the white surface is extremely bright and can cause temporary blindness. Or your water naturally dries out in this area. Your horses won't go into it without constant Handle Animal checks. If it's raining, the salty spray/fog that forms is mildly suffocating.


That reflecting pool is awesome. That could be great foreshadowing of chapter 6.


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To expand on something Entymal said, another way to bring the world to life is to repopulate a hex previously explored as "empty." What I mean by that is, perhaps when the PCs first trekked through a hex it showed as no encounter, so you gave it some interesting wilderness dressing like a magic reflecting pool or an old ruin and called it a day.

On the return trip, if the PCs pass that way again, surprise them with fresh tracks of something that would enjoy the dressing you added. If it was the reflecting pool, perhaps a bog nixie that likes the night sky or if it was the ruined tower, maybe there's an ogre dominating some goblins into calling him king of the hill. Until the characters are kings and controlling particular hexes, no need for them to always be so static or expected.


A couple pieces of advice:

You should browse through this forum's dedicated Kingmaker section. Lots of really cool ideas there, including unique hex descriptions, revised/expanded encounter tables, and other new content to add.

My advice is to not get too crazy with the exploration, actually. For many groups, the focus of the campaign becomes the PC's kingdom and the overarching story, and after a while, the exploration just becomes a distraction and/or it doesn't make sense for it to be a focus compared to the other things the PCs have to worry about. More specifically, my advice would be to add content to the blank hexes to start, but pay attention to when it becomes less fun for the PCs and then be ready to move on.

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