Dukemaker: Q'barra

Kaodi

Legend
So, I am going to be getting the first adventure in the Kingmaker Adventure Path any day now I hope, but it is not necessarily to run the adventure as is so much as to use it as a template to build my own similarly themed adventures. Though, of course, I would probably not rule out getting the entire series once I can afford it if I like it enough and subsequent adventures add to the building system.

My own favourite setting being Eberron, I was thinking where it might be feasible to have such a campaign. The most obvious place I think is the jungles of Q'barra, which fit that new frontier, expansion desired sort of vibe. Compared to the original Kingmaker setting though, Q'barra seems like it could be exceptionally dangerous, so I was wondering if perhaps it would be advisable to raise the beginning characters to level 3, or maybe even level 4, so that they have a reasonable chance to not get eaten a chance run in with a dinosaur or tribe of lizardfolk, though this also perhaps decrease the time before I would want them to find and attack a small pirate cove, which should perhaps serve the same function as the Stag Lord encounter in the original.

Other changes which I think would make it different and interesting would be that given the dangerous nature of Q'barra and the difficulty or cost of transporting lots of supplies for such a small place, the size of settlements and type (or cost) of buildings would be adjusted to cut down growth.

As per the title, the highest rank that might be received would be Duke rather than King, since the King of New Galifar is probably not going to be interested in sanctioning a potentional rival, given the reason that Q'barra was colonized in the first place. However, if the players eventually decided to crown a new king of their lands, then it would certainly make for an interesting new "Last War Redux" themed dimension.

I would probably build it for Pathfinder, given that I do not have access to more than the most basic 4th Edition material, and sort of gloss over the fact that I did not have good conversions for traditional Eberron player elements, like the four races, artificers, dragonmarks and the like, none of which is technically necessary if the players are content to not insist on being able to use it... Also, I imagine the economy of Kingmaker might be rather tricky to convert properly...
 

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Adapting Kingmaker to Eberron shouldn't be too hard. As far as adapting Eberron rules to Pathfinder, there have been threads here and on Paizo forums to do just that.
 

You know, I decided to convert as best I could the most bad ass creature living in Q'barra. I had forgotten how long (like two hours!) building a creature properly can take, hehehe... ( I suppose you could just use its 3e stats word for word, but where would the fun in that be? )

If anyone is interested in my conversion of a certain tainted guardian, let me know and I will see about posting it.
 

I suppose it depends how much you want to convert. If you're going to run Kingmaker mostly as-is, then you shouldn't need to adjust levels too much.

If you intend to crank up the difficulties of the scripted encounters (the random encounter tables already feature a fair variance in encounter difficulties, so the PCs will come across situations where it is best to run).

It would seem reasonable to increase costs due to the remote location. I would also suggest drastically reducing the magic item economy that is integrated into the later kingdom building.

I should mention that the exploration rules are in Stolen Lands, but that the actual Kingdom building rules don't show up until adventure 2, Rivers Run Red.

You might actually want to consider The Book of the River Nations. I don't own it myself, but my understanding is that it is essentially the collected Kingdom Building rules from the Kingmaker adventure path, along with expanded rules along similar lines. Cost is pretty reasonable, especially the pdf, so you may find this more useful that the adventure path itself.
 


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