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DM Default wrote:
If she's on the ground doesn't she get disadvantage and wouldn't I find it easier to find her? She isn't a moving target
I've posted this elsewhere but I believe you need to keep the group INITIALLY away from the Prison. It should be a place of fear.
This is what I did:
1) I made visiting the prison illegal - the reason was it was unsafe... look at Lorrimor who was killed by falling gargoyles on the wall. Going there would result in loss of trust and villager accusations of necromancy if they stirred something up
I've went to a LOT of trouble to set up relationships between NPCs and PCs to anchor them in the town and then spent time TRASHING those relationships gradually as the trust mechanic slowly erodes the players footing. The players know that the town is becoming seeped in evil.
Gibbs (no spoilers here) was made a dichotomy - I gave him positive points in some parts of his personality and made him a hateful spiteful prick in others. It makes him human. I started the Sheriff as neutral but the relationship has deteriorated as they players step on his toes more and more.
The return of a certain person to the Lorrimor home I made a lot tougher - and he nearly beat one person to death before he was taken down. I actually set the players up for this... Every time I had the irate sheriff knock on the house door I knocked on the table. This happened 4-5 times... when the person returned I knocked slowly, rhythmically on the table... Bang... Bang... Bang.
The players didn't think twice about opening the door unarmed and unarmored, assuming it was the Sherriff again.
Ravengro needs to be more than just a place to rest and sell loot - played on it can be a mirror of madness and don't be afraid to kill of or drive insane their ally NPCs. When I killed old river (whose blood was used on the monument) the whole party was "I can't believe you did that! You killed the towns dog!" I've plans for Zolkar, his son and some of the Children of Ravengro that will scare the crap out of them or at least make them feel loss... and they will be further victimised by the superstitious of Ravengro.
To answer your other questions, I have the fiddlers lament but decided not to use it - I am roleplaying the hell out of the inhabitants of the town.
They are yet to enter Harrowstone and we are three 6 hour sessions in... they are praying they will be level 3 when they enter... and thats not gonna happen so they'll feel out of their depth and all the while the party are losing trust (tracking it individually) and the end is coming nigh as more letters appear on the monument.
The new app is good and I'm enjoying it a lot.
Chapter 3 seems to be bugged with the Here comes the flood scenario. The monster is meant to count NPCs eaten as its score but instead its counting ALL cards eaten as part of its score... meaning that the player who only gets points for rescuing followers can never hope to beat the monsters final score.
Now that you are more or less finished with the area, the adventure has you fighting the golem. I thought that made little sense and did not reveal Caromarcs genius. What was left was something that was potentially threatening but was also available as a RP encounter that raised as many questions as it answered.
I think this worked out better overall for the adventure.
I'll whip up an option or two. Love 5th Ed and loved I6 from 20+ years ago. Will post a single character completely stated up within a few hours.
Edit: Any additional money for armour, equipment, weapons?
I've not played a 5th Ed Bard before but not sure if the Melee is sewn up (that said there are a Barb and Paladin on new offer), and then there is monk (which is on my 'haven't played' list but I don't think it fits the Ravenloft.
Nac Mac Feegle wrote:
I just ran the first half of TotB / sorry I missed this.
Okies. That sounds better. I'll go for a round 8 total including Alpha. That will hurt em considerably.
The party will be fresh before the combat so that should fly ok.
I really love these forums because of the aid people provide. A big thanks to everyone.
Its a rustic setting so decided to go with 10 wolves and 2 advanced template wolves (Alpha male and Alpha female.
Action economy is on the side of the wolves. The terrain is open but with a bridge nearby that they can make it to in order to avoid being flanked.
According to herolab 12 wolves is a CR8 encounter. The party is CR8 - have I balanced this right?
Yeah - there needs to be motivation. It can be gold, it can be personal.
Start them off on a pirate hunting raid (Hermea is an island, presumably the dragon can't be everywhere... hence pirates - or better yet, slavers who want genetically more beautiful slaves) - hit the island. The players are involved in the rescue mission.
Have the rescued inhabitants be very err.. physically grateful... for the rescue. They offer to let them be the village leaders (as part as the local committee at any rate) who will enjoy the benefits of station etc.
Now the players are invested - they got something.
And now? Take it away from them.
Have a duegar scouting party make a raid or even monsters fleeing the approaching dark dwarves... or a fey uprising etc.
Now they are the leaders of a dead village (or at least a reduced village)... and there is a dragon that wants answers, a dragon that is interested in results, a dragon that promises them wealth and position for success and certain agonising fiery death (or worse... "I believe in pursing perfection for my people. One aspect that I prefer not to advertise is that I, on occasion, hire certain specialists to test my people - the priests of Zon Kuthon who reside here are VERY good at their trade. You would find the price of failure to be... exquisite")
Now they have a) lost something they care about b) have a motivation to look for solutions (both stick and carrot)
Huge fan of 5e here. Most of the PbP games I am in ATM are 5e
Theres still room for me to play PFS at tournaments and run a Carrion Crown campaign. Liking one doesn't mean I need to give up another. Hells, I'd be playing Call of Cthulhu and Saga Ed Star Wars if I could find a group who played that as well.
Right here on the forums. Wont spoil it for you though.
I make the following recommendation to anyone running a paizo AP. First read all 6 books, then come on the forums and outright STEAL any idea that makes the AP a more seamless whole or foreshadows certain themes etc.
Much of my HoH stuff was inspired or outright stolen from the posts of other players/GMs
I've run it PbP and I'm running tabletop right now.
I can back up the above poster.
Know your materials for the module. Print out a calendar for the month you want to start it. Pre-plan village events to happen (roughly speaking - changes on the fly are necessary).
Have your maps and miniatures ready. Have handouts - players LOVE handouts.
I'll PM you a link to my Campaign site that has a lot of handout style materials you can print up.
I 100% recommend that you add in story/plot devices to keep the players AWAY from Harrowstone. They'll get there soon enough. I included a local law forbidding people to enter Harrowstone (rescinded after the townhall meeting) a spring festival/cooking completion, a Barn raising and a funeral or two for the cleric (of Pharama) to officiate at, as well as a trial for someone who is is involved in certain events - it was great foreshadowing for trial of the beast.
Believe me, the party will find its way there on its own.
Trust as a score is a tricky mechanism. Some GMs ignore it, others add to it by generating some positive events (such as the afore mentioned barn raising). I am tracking it as an individual score and adjusting due to negative (and the odd positive) event.
The village itself should be run as an NPC, along with the other NPC characters. Its atmosphere makes the game, not the prison (which can degrade into hack and slash very quickly, making it just another dungeon, which is a pity).
Prep yourself with descriptive language for the prison itself - that will set the right tone. Play music in the background (I found a Youtube video of 8 hrs of dripping water sound that is in an echoing windy cave that is great for atmosphere).
If you have Module 6 of CC you'll find information on the protagonist - I recommend STRONGLY that he at the funeral along with Embreth Daramid (module 2)- have both of them leave straight after the funeral. I also had Madame Ivanja (module 3) and Garius from the Carrion Hill adventure but I did that to create connections to future events/games.
So far so good. I started with 6 with 2 no shows, then 8 with an additional no show, now its gonna be 10.
Am I managing? So far so good... I am blessed with one player who has seeming narcolepsy so it's not quite as an intensive as it seems.
I am adding a 6th villain of Harrowstone.
'Mother Comfort' from the Undead unleashed book - a variant Allip. I'm going to put her in the same room as the straight jacket in a box... which if you read up on her is rather ironic.
I love this adventure - I've actually made a fair swack of complementary materials for it.
Straight up bard. combat themed.
All about Borden wrote:
X3 has the dumbest villains of all time but for the 80's it was good intrigue. I've run them as a little more intelligent but ultimately easy enough for most players to outwit them.
Castle Amber? Rocks. However I've enhanced it somewhat adding a second story (it is after all a big ass mansion) and spread out some of the encounters as a result making it less of a kick down door... Oh, a monster (or crazy Amberville).
Character creation guidelines in case there is enough interest (so I don't have to put it in a later post that people can't find):
Starting Level and Wealth 1 and you may choose to pick from the starting equipment of your class
Alignment Any is open: LN
Ability Scores and HP 27 Done - Level 1 start?
Backgrounds You may mix and match elements from different backgrounds to create a custom background if you want, and also take the module specific Background features:
- Customised The Acolyte somewhat heavily. Undertaker Tools and Herbalism Kit fit the man who will bring comfort at your deathbed in what herbs etc he can, and then the skills to make a coffin, grave marker, dig your grave and perform the burial service... which fits the god and related branch of the faith to a 'T'
Where can I go to reference the module specific background features?
Trinkets You may take any number between 0 and 3 trinkets 1d4 - 1 ⇒ (3) - 1 = 2 choose them freely or randomly generate them. They will likely not be of any story significance though, unless I happen to be inspired by one of them.
Character formatI'd like you to make an Alias with a profile layouted like this example. I want to be able to look up you character's stat information quickly and for that uniform statblocks are tremendously helpful. If you want to be especially DM friendly you can also add spoilers with descriptions of you class features, feats, spells etc. but that is hardly required.
Done - you'll see when I post the character. Crunch all done, background still running around my head but I don't think you'll be disappointed.
Ok - having a rare snow flake moment.
Kelemvor is the god of the dead that hates undead... so why his domain is death (with all the nasty necromantic spells that really suit a moustache twirling villain rather than a god of a clergy who actively seek out the unquiet dead) is anyones guess.
I will make a cleric of war and hope you hand wave it as the 'order militant' of the faith of Kelemvor - it seems you have an open door policy to tweaks and changes.