|Lord Fyre RPG Superstar 2009 Top 32|
Bootravsky wrote:To be honest, I'm a lazy GM. NPC Guide? Yes Please!The module is lazy in the same way. Notice the battle mages in the Technic League compound, room D7 on page 36 of Palace of Fallen Stars. Those aren't hired guards like the sellswords beside them; instead, I believe they are junior Technic League members. The expected value of a 6th-level NPC's gear is only 3,450gp. A technological stun gun, the cheapest technological firearm after the single-shot flare gun, costs 3,000 gp. Sixth-level characters cannot afford technological weapons, so we can use per-constructed NPCs without change for anyone below 8th level.
That points out a problem though. From Book 1 - Both Meyanda and Sanvil Trett are grossly over-equipped (enough to qualify for a CR bump).
First of all, do you own Numeria, Land of Fallen Stars? It already has:
To be honest, I'm a lazy GM. NPC Guide? Yes Please!
Unfortunately, the rules in the Tech Guide, while awesome, require some reskinning to make NPCs from other sources usable in Iron Gods. For instance, i would love to have a whole series of adversarial encounters with the Captains of Starfall (and their own minions - I see them as being very Zhentarim-esque). What would be exceptionally useful, is a shorthand way to port the NPCs from the guide into usable Tech classes. Obviously, in Iadenveigh and in the barbarian lands, not much would need to change. But in Scarwall or Starfall? However, it seems like it could be done fairly easily.
- Android Imposter
- Numerian Gunslinger
- Technic League Hireling
That same source also defines a "Technic League Contingent" (CR 10 encounter) as
- Technic League Arcanist (Lvl 8 Wizard) - which you would need stats for. (In a pinch, use this NPC.)
- 2 Gearsmen
- 5-8 Technic League Hirelings.
Another great source for Technic League NPCs is Wayfinder 16