| Ducky4u2 |
I am running Kingmaker! My friends wanted to try out 2e. I have played and run Kingmaker for 1e. First, from what I am read about the Kingdom Management rules I love. I think they are fantastic and I think my players may dig on it.
We are not there yet. They just finished beating the Thorn River Camp encounter. Because they don't want to have to keep constantly going back to Oleg's for supplied, they had the idea of turning the camp into a sort of basic fort they can use to store supplies, have simple trade with Oleg's, and even give the local hunters and trappers a safe place to stay in exchange for upkeep.
This all sounds like it would be in line with Kingdom management but on a much smaller scale and more simplistic scale. I love the idea because it is a chance for me to give them a taste of the Kingdome Management rules before they set up their official kingdom.
Here is the problem. I have no idea how to go about setting up Resource Points or Resource Dace or doing the checks.
Has anyone had their group build things before they establish their kingdom and if so do you have any advice on simplifying the rules so it can fit the goal help them get a taste of what is to come?
Thank you you wonderful think tank!
| steelhead |
That sounds complicated trying to jam it into the kingdom building rules. Admittedly I’m more familiar with the 1e rules and I know the kingdom rules have been changed substantially during the 2e Kingmaker update. Wouldn’t it be easier to tell your players that once they have a fort built then it will be cheaper to make upgrades in that area once they’ve begun the Kingmaker aspect of the AP?
| Tridus |
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I wouldn't use the kingdom rules for this at all, personally.
I'd do this by having them need to recruit an NPC to run the fort/camp (via skill challenge) and then let them make checks to do things like get supplies to build basic defenses/food supply/etc. The person they recruit can then handle getting basic adventuring supplies back and forth so they don't have to go all the way back to Oleg's.
When they do establish the kingdom, perhaps this turns into a settlement or a fort hex upgrade that offers a defensive bonus if camping there.
DM_aka_Dudemeister
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As a downtime activity characters can contribute to the building of the Thornriver Fort.
Prepare the Worksite
Before work can begin, the worksite needs to be prepared for moving the logs and putting a foundation in place. Additionally a camp needs to be set up for the party to rest in.
Make a Craft, Survival or Lore (Forest) check against the standard DC of the region. Players can upkeep or improve the preparations as a downtime action if they are unhappy with the level of the result they achieved below as a downtime action.
Critical Success Camping checks in the hex gain a +1 status bonus due to the secure camp. Build checks also benefit from this bonus for 1 week.
Success Either camping checks or build checks gain a +1 status bonus for 1 week.
Failure The worksite is prepared, but is not of a quality to make the work ahead any easier.
Critical Failure The worksite is prepared, but characters will not be able to camp close to the worksite and will need to camp and travel from an adjacent hex for the duration of the build.
Gather Resources
For a basic Watchtower the party will need to gather resources in the form of 4 units of lumber. A character can gather lumber by taking a downtime action utlizing axes, lumberjacks tools and the like and making a check against the Region DC in Lore (Lumberjack), Lore (Forest) or Craft.
Critical Success You gather 2 units of Lumber.
Success You gather 1 unit of Lumber
Failure You gather no lumber.
Critical Failure As failure, AND you trigger a random encounter roll.
Build A Watchtower
As a downtime action you can help erect the watchtower and build it. The party needs to make 7 successes to finish building the watchtower. Craft, Lore (Carpentry) or Lore (Engineering) can be made towards this goal against the standard DC of the region. Once the party hits 7 successes the work is complete and a watchtower now sits at Thorn River Camp. This watchtower functions as a Watchtower if incorporated into the Kingdom.
Critical Success Two successes towards completion.
Success One success towards completion.
Failure Zero successes towards completion.
Critical Failure Reduce the successes by 1 or ruin a unit of lumber (project can not continue until there is at least 4 units of lumber available on the site.
Recruit Guards
As a downtime action from Olegs or Restov the characters can recruit guards for their watchtower. Make a Diplomacy, Lore (Soldier) or Lore (Mercantile) check against DC 15+Level of Guard to be recruited.
These guards will be expect to be paid 5 sp x Level each week while living and working in the watchtower.
Critical Success You find two loyal guards of the level you're seeking who agree to work for the amount offered.
Success You find one loyal guard of the level you're seeking willing to work for the amount offered.
Failure You find one loyal guard of the level you're seeking -1, willing to work for the amount offered.
Critical Failure You find one loyal guard of the level you're seeking -2 for the amount offered.