|
|||||||||||||||||||||||
|
Posts
It went awesome for my party as well, I ended up using a bunch of the official Chase Cards, (The room with the eyes was where Kankerata attacked) it was very high drama as some PCs spent valuable rounds trying to dig out Xamanthe, the Dwarf Cavalier got into a brutal duel with Kankerata (who I statted up as a Giant Advanced Bullette for my 6 slightly over-powered PCs). I used NPC cards placed face down beneath every card with a blood stone. Many of my players chose to bleed each round rather than cut themselves again and again, so every time they moved through a card they took 1d6 damage (I ruled that the race would take hours, and each card was merely the "highlighted" portion of each section) it was a lot of fun. My players are really enjoying the politics of the Nomen tribe as they try to resolve Aecora's hope to end the conflict between humanity and centaur-kind with Danide's desire to extract vengeance for every Centaur life lost in Varn's colonial expansion. I also am just about finished with Talon Peak and I'll post that up either today or tomorrow. As well as the full stats for Danide. By levels 6+ no character is realistic. Fighters are crazy death blenders, rogues are silent winds of doom, clerics can routinely bring back the dead, wizards can fly and bend time and space like liquorice. This is a wonderful thing, embrace it. The 10-20 second round is another good suggestion. I like to sacrifice realism on the altar of fun. Quote:
There used to be a website. She is gone. Climbing a 20 ft ship's rigging DC 10 climb check lets you move up to a quarter of your speed. Assuming a STR bonus of +0. Will require 4 checks. First 5 ft - Take 10 (failure results in no danger - you don't get hurt falling less than 10 ft)
Now Amiri tries (STR bonus +3, 1 rank, +3 class bonus). Amiri CAN'T fail by 5 or more. There is no risk so she can take a 10 all the way up. Remember folks except for UMD there are no autofails on a 1. Now let's apply that to Diplomacy:
If you're good enough at Disable Device there's no need to fear triggering the trap so why are you rolling? Or if you're overconfident you could take a 10, and if you fail by 5 or more, trigger the trap. Invite some friends over to play? Otherwise here's my general advice for solo adventures. The APL for a single PC is character level -3. This means a single goblin presents a standard challenge. Furthermore encourage her to play characters with companions: druid (animal companion), from APG summoner or cavalier. The core rules have details on hirelings so subservient NPCs shouldn't be a big deal. I got rid of xp because I hate bookkeeping. I discovered there are so many advantages, now I can just write adventures and expansions for adventure paths I run without worrying the PCs aren't going to get ahead of the expected level progression. My players have maintained the game really came alive when I got rid of xp. I have an ensemble group of about 10 players and 15 characters between them. We couldn't do this with xp, because a single stray fireball, or angry Bullette could kill a lower level
Give each PC a "follower" card (or two if a PC has a relationship with the follower). The PC may spend a card as a free action to have the NPC perform an action. (attack, pass an item drag a PC out of danger, or unique class abilities such as Bard song, sneak attack or channel energy). Or make a skill check ( such as a knowledge the PC has) the skill check will auto-succeed. This gives an element of resource management and let's the PCs choose when their followers get spotlight time. I don't use xp any more. It's too niggly. If players can't show up because they got other responsibilities to deal with then so be it. All of my friends are bummed to miss out on a session, I don't want to punish them in game for it too. The only way I'd do xp is "party xp" (take the xp values to level and multiply by the number of players in the campaign - when the party reaches that xp level the party levels up!) I never was going to buy the plastic minis, too expensive and take up too much room for my tastes. The pawns are nice and flat, and easy to store, it's a brilliant option and hope that we see these become a regular release at the end of each AP, along with map packs and item cards, it'll make running campaigns easy :-) Treat it as Mountain Terrain, say that there's only enough room down there for X Districts (where x is what you're comfortable with) tell them that they can't build farms on that hex (as the underground city affects soil quality/irrigation) but they can expand their city overground (more districts using whatever the prevalent above ground terrain is). The duke in my kingdom is a dwarf so that's how I'm handling it :-) I've run everything from 3-12 players. 5 is the magic number, but 6 is what I usually end up running. 5: Breaks ties immediately during decision making, moves at a decent clip and divides the spotlight fairly well even during short sessions. I tell players before hand that committing to a campaign is like committing to a sports team. Yes we're there to have fun, but attendance is expected and if you think you have somewhere you'd rather be do not commit to the campaign. This has fostered a healthy attendance rate, and the ettiquette to let me know when players are not going to show up. Overall that's a fun "Tuckers Kobolds" style scenario. Tricky, but not impossible, and even hordes of goblins pose little threat to PCs of those levels. I'm sure there were aspects the players enjoyed. Secondly, it's not railroading to say: "The adventure I wrote is here."
Daemons are rapidly becoming my favorite of the evil aligned outsiders, nihilists on a cosmic scale are really cool. Since many of the Daemons are anthropomorphic personifications of death-types, does Pharasma have many Daemons serving her? Is there a stance the church of Pharasma takes with the summoning of various Daemonkind? Are Morlocks balanced against core races? Here's why Halflings and Gnomes belong on the battlefield: MOUNTS! Your human paladin or cavalier needs to leave his niftiest class feature outside. My halfling or gnome fighter/barbarian/cavalier/paladin/druid or summoner is totally on his mount tripling his damage RAGELANCEPOUNCING or SMITELANCING or Casting from Roc-Back. Or how about spellcasting: Oh hey +4 size bonus to Stealth checks: Consistent Sneak Attack yo! or you can send wave after wave of summoned minions and remain well-hidden. Oh what's this? DEX Bonus or CON bonus with CHA bonuses, AWESOME SORCERER. Plus: Luck Bonus? A +1 Bonus to ALL SAVES? Any Save, any time a halfling passes by 1 BAM that was halfling luck. In conclusion: Small Characters - Better than big characters. If I run CotCT again I would cut Skeletons of Scarwall entirely and just give the PCs the McGuffin. Then when they get back to Korvosa, I would run the rebellion with street fighting and mini-dungeons to deal with the Grey Maidens, The Acadmae and the Church of Asmodeus. I'd also grab the stuff about undermining the devils contract Illeosa has, somewhere on the boards and incorporate that.
@RuyanVe: Thanks! The praise of the people on this board sustains me. The bonuses/penalties described in the GMG are more than adequate for leveling the playing field. Some errata: Kankerata is not a participant in the chase. Give him Dodge and Spring Attack as bonus feats. Whenever a character (PC or Centaur) fails a check in a card marked with a star Kankerata bursts forth from the ground making a single attack against the PC before burrowing back into the walls or earth beneath the PCs. trust scores switch Friendly/Helpful next to Diplomacy Attitudes. @Ellegua: Thanks very much for the praise. The material in Kingmaker is easily the most inspired I've come across. Finally, to everyone: the above can be a very complicated encounter. So be prepared. You'll be juggling new rules, a series of Centaurs, Kankerata and keeping track of whether PCs have marked the stones. I intend to put together the cards as a PDF that people can download on Google Docs. Each card will be about half an A4 page. I ruled that Jhod didn't have any cleric powers until the bear was defeated. In my game players can bring along 1 NPC (I've been levelling them a level behind the players). During the game the players gain an NPC action card each. They may spend the card to have the NPC perform an action with an automatic success (otherwise the NPC mostly fades into the background and breaks ties when PCs are voting on a course of action). For example: 4th level party brings Jhod along on a quest. Jhod is a 3rd level cleric. So a player can spend a card to have Jhod channel energy for 2d6 healing. Cast any 2nd level Cleric spell, or pass a Knowledge (Religion) check. Trust and Centaurs Part 1 Trust Scores
Spoiler:
Trust Score 0 = Angry Mob. The Centaurs drive the PCs out of their territory and attack and attempt to kill them on sight. (Diplomacy attitude: Hostile) The PCs will need to seek other means of finding the missing Varnholders. (Random Encounter chance increases by 40 % as tribe drives monsters at the players) Trust Score 1-15 = Loathed. PCs suffer a -6 penalty on Bluff, Diplomacy and Intimidate Checks against the Nomen Centaurs. Furthermore, a group of troublesome Centaurs will seek to sabotage the PCs attempts to win the trust of the tribe. (See Sabotage in the various Quest sections). This is the starting attitude of the Centaurs, PCs begin with a score of 7 for 4 PCs, and 5 for 6 PCs. (Diplomacy Attitude: Unfriendly) (Random Encounter Chance increases by 20% as Nomen dissidents send monsters to harry the PCs) Trust Score 16-20 = Disliked. PCs suffer a -3 Penalty to Bluff, Diplomacy and Intimidate Checks against the Nomen Centaurs. Furthermore, a single centaur may seek to sabotage the PCs attempts to win trust among the tribe. (Diplomacy Attitude: Unfriendly) (Random Encounter Chance increases by 5%, as Danide ushers monsters towards the PCs).
Trust Score 26-30 = Liked. The PCs gain a +2 bonus to Bluff, Diplomacy and Intimidate checks against the Nomen Centaurs. The PCs have earned their respect, and learn another valuable nugget of information from the Nomen Centaurs. (Diplomacy Attitude: Helpful) Trust Score 31-35 = Trusted. The PCs gain a +4 bonus to Bluff, Diplomacy and Intimidate checks against the Nomen Centaurs. The PCs gain enough information to seek out Vordekai’s Island if they wish, and can ask a single favour or boon from any named Centaur. (Diplomacy Attitude: Helpful) Trust Score 36+ = Admired. The PCs gain a +6 bonus to Bluff, Diplomacy and Intimidate checks against the Nomen Centaurs. The PCs can annex any hexes considered Nomen Territory (the Dunsward and the hills south of it) but must agree not to develop areas F, M, P, R, W, X, the hexes surrounding them are fair game though. (Diplomacy Attitude: Friendly)
PCs can Lose Trust points in the following way:
Spoiler:
Committing an Obivious Crime in Nomen Territory: -3 Trust Points, -6 if it’s particularly violent Killing Kankerata or The Black Roc of Talon Peak: -3 Trust Points
Each Month Vordekai is Active: -1 Trust Point
Gaining Trust:
Spoiler:
Each month the Diplomat, Warden or Leader (King/Queen) can each make a Diplomacy check to improve the Nomen’s Attitude, this represents a week of living among the Centaurs, attempting to earn their trust and getting to know the culture. Each successful Check to improve the Nomen’s Attitude instead garners 1 Trust point. Completing Quests and Challenges: There are a number of important members of the Nomen tribe, and some of them have quests and challenges the PCs may be able to help with. The following Quests from the front and Back Covers are given by Nomen Centaurs instead of the assumed villagers or visitors to the PC’s nation: Forgotten History (Changes: Elenorik is a Centaur Bard attempting to chronicle the true history of the Centaurs of the Iobarian steps. An unusually bookish centaur, he is carries a small library of texts in his saddlebags in addition to the listed reward the party will also gain 4 trust points). The Omellette King and Wanted: Manticores (Iosis Redmane is the tribal tattooist for the Nomen Centaurs, she wishes to create a potent tribal tattoo, but needs Manticore Quills (for the needle) and Yolk from the unfertilized egg of a Black Roc (for ink) (See Scaling Talon Peak for more details). For each of the tasks the PCs succeed in they gain 3 Trust Points). The PCs may also gain the normal “Omellette King” quest, this of course will make descending from Talon Peak that much more difficult. Information Rewards:
Spoiler:
Returning Skybolt to Aecora or Initial DC 34 Diplomacy check: -The Varnhold Wars- The bloody war between Varnhold and the Nomen tribe began within the first year of Varn’s attempt to build a town. This stunted Varn’s growth to the levels seen in the book, but also created a deep rift between the Centaurs and the “two legged kind”. As such the Nomen have no love of humanoids, believing them all to be expansionist fools who have no respect for the bounty of Moon Mother’s world. Reaching Trust Score 21
Reaching Trust Score 26
Reaching Trust Score 31
Approaching the Centaurs:
Spoiler:
Approaching the Centaurs outside of their village PCs are met with distrust and to “turn back the way they came”. PCs can attempt a Diplomacy check to get into the village, PCs who present Skybolt and offer to return it to the tribe gain a +5 bonus on the check (mostly negating the penalty for the low level of trust). Approaching Aecora Silverfire and presenting her with the bow immediately nets the PCs 2 trust points. Aecora asks the PCs to sit, and she explains the difficulties between her people and Varnhold. She does so in order to relay the difficulty the young Centaurs will have in aiding the “two-legs” on their quest. Aecora is approached by Danide Thunderhoof (Centaur Barbarian 6), who loudly proclaims that the PCs have run their little errand and have no place in the Dunsward, that perhaps they should leave immediately. PCs can attempt a Diplomacy check, or Intimidate check against Danide in an effort to convey their peaceful intentions, or make her back down Danide’s attitude is Hostile. If PCs succeed Danide calms down and gives them a chance: “We are at a disagreement, in this tribe we have a task for dealing with disagreements. The Kankerata run. If the PCs wish to gain the trust of the Centaurs, then meet at the Blood Furrows when next the sky touches the Earth.” (Sunrise if it’s already night or Sunset if it’s already light). “Until then they can remain guests of the Centaurs.” If the PCs used Diplomacy to get Danide to back down, they gain 1 trust point. They are invited to stay and rest in the guest house and have a meal of Centaur foods (flat bread, served with wild goat haggis, with mead to drink). The food is gamey and an acquired taste, but otherwise filling and hearty. If the PCs used Intimidate then when they are resting up in the Guest House, Danide has her young rabble-rousers serve the PCs Haggis stuffed with Greendrop Mushrooms. Upon eating the meal PCs must make a DC 16 Fortitude save or be Sickened for 24 hours, any PC that fails must make a DC 14 Fortitude save in 12 hours or gain the Nauseated condition as they must deal with an upset stomach. A PC who inspects the food before eating it can make a DC 16 Craft (Alchemy), Knowledge (Nature) or Heal check to recognize the Greendrop Mushrooms and the threat they pose. In any case after the PCs have had a chance to rest, heal and recover spells they are taken to the Kankerata Run. The Kankerata Run AREA M (The Blood Furrows):
Spoiler:
A tradition among the Nomen tribe to settle disputes has been to participate in the Kankerata run, racing through the Blood Furrows and dodging the predations of the dangerous Bullette named Kankerata. The goal of the run is to race from one end of the run to the other, leaving bloody handprints upon the sacred stones that dot the run. To leave a print upon the stone the PC must cut themselves with a piercing or slashing weapon (taking 1d3 points of damage, this damage ignores damage reduction) – the entire process takes one standard action. A PC may spend a standard action binding the wound, or may allow the wound to bleed (dealing 1 point of damage to the PC on their turn every turn). The first to complete the challenge is the “winner”, but simply participating in the run can earn PCs Trust Points. Trust Points Rewards:
The Run
Rewards: Give the PCs XP as if they defeated Kankerata in Combat. If the PCs rescued Xamanthe from the cave in, then Aecora rewards the PCs in private with a Wand of Cure Moderate Wounds (50 Charges).
Next Up: Scaling Talon Peak and Wanted: Manticores, and the full stat-block for Danide. Hey all,
|
|||||||||||||||||||||||||||||||||||||||||||||
|

