| Canadian Bakka |
Would it be simple to adapt this adventure to the Kingmaker AP? From the product description, I can almost picture taking elements of this adventure for the The Varnhold Vanishing or Blood for Blood adventures of the Kingmaker AP.
Does this product have any advice on how to alter/modify the adventure itself in case one was using rules for Kingdom Building, intrigue, or any other optional ruleset put forth by Paizo (or by Legendary Games)?
| Tom Phillips Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |
| 1 person marked this as a favorite. |
Would it be simple to adapt this adventure to the Kingmaker AP? From the product description, I can almost picture taking elements of this adventure for the The Varnhold Vanishing or Blood for Blood adventures of the Kingmaker AP.
Absolutely! Aside from a few initial wilderness encounters and events, the entire adventure takes place at a single site: a remote fort recently under siege by a large attacking force. You could easily place the fort in any remote location.
Does this product have any advice on how to alter/modify the adventure itself in case one was using rules for Kingdom Building, intrigue, or any other optional ruleset put forth by Paizo (or by Legendary Games)?
It does not offer tips for using the Kingdom Building or Intrigue rules. However, it does offer a nasty new corruption that uses the corruption rules in Horror Adventures.
| Tom Phillips Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |
| 2 people marked this as a favorite. |
Incidentally ...
This scenario was partly inspired by a story from a 1979 issue of Creepy magazine that was stuck in my head for decades: Warrior's Ritual.
Here's an online version of that story.
| Canadian Bakka |
This product sounds cool and grisly. I am inserting Courts of the Shadow Fey in Blood for Blood at Fort Drelev (the Baron there made deals with both the shadow fey (particularly the Black Prince) and the Tiger Lords barbarians). As a result of this, I am wondering if this particular adventure could be used for Fort Drelev itself after the PCs return from dealing with the shadow fey to release their claim on the lands that Baron Drelev "claimed."
Or would that be too much?
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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| 1 person marked this as a favorite. |
Tom Phillips wrote:Incidentally ...
** spoiler omitted **D*mn!
Reminds me of several stories by Manly Wade Wellman and David Drake about ** spoiler omitted ** soldiers in wartime who did -- things to enemy dead.
When I was a kid in the 1970s, you still had a fair number of war-themed comic books, some fairly straightforward like "Sgt. Rock" but some with a definite horror edge like "Weird War Tales." I didn't read a ton of those, but there were some pretty messed up stories in those.
| Eric Hinkle |
| 1 person marked this as a favorite. |
Eric Hinkle wrote:When I was a kid in the 1970s, you still had a fair number of war-themed comic books, some fairly straightforward like "Sgt. Rock" but some with a definite horror edge like "Weird War Tales." I didn't read a ton of those, but there were some pretty messed up stories in those.Tom Phillips wrote:Incidentally ...
** spoiler omitted **D*mn!
Reminds me of several stories by Manly Wade Wellman and David Drake about ** spoiler omitted ** soldiers in wartime who did -- things to enemy dead.
I mostly remember the Haunted Tank, but yeah, 'Weird War Tales' could get pretty gruesome.
| Tom Phillips Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |
This product sounds cool and grisly.
It's certainly not for the faint of "heart." ;-)
I am inserting Courts of the Shadow Fey in Blood for Blood at Fort Drelev (the Baron there made deals with both the shadow fey (particularly the Black Prince) and the Tiger Lords barbarians). As a result of this, I am wondering if this particular adventure could be used for Fort Drelev itself after the PCs return from dealing with the shadow fey to release their claim on the lands that Baron Drelev "claimed."
Or would that be too much?
Without being familiar with either of those titles, I can only say this: you should be able to replace the remote fort in Hero's Blood with any similar, remote location.
However, with that said, ...
| Tom Phillips Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |
| 2 people marked this as a favorite. |
If you're looking for the perfect Valentine's-themed adventure, look no further than Hero's Blood. I'm not saying it's going to help you find true love (it won't). However, a central theme of the adventure involves the human heart. Just look at the amazing cover art you'll see a very important NPC literally giving his heart to a lucky party of adventurers. It's a touching, tender scene.
Also, the cover art would make a great impromptu Valentine's card for that very special someone.
Happy Valentine's Day, everyone!
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
|
If you're looking for the perfect Valentine's-themed adventure, look no further than Hero's Blood. I'm not saying it's going to help you find true love (it won't). However, a central theme of the adventure involves the human heart. Just look at the amazing cover art you'll see a very important NPC literally giving his heart to a lucky party of adventurers. It's a touching, tender scene.
Also, the cover art would make a great impromptu Valentine's card for that very special someone.
Happy Valentine's Day, everyone!
Ha - it's a gift with heart!
| Eric Hinkle |
Tom Phillips wrote:Ha - it's a gift with heart!If you're looking for the perfect Valentine's-themed adventure, look no further than Hero's Blood. I'm not saying it's going to help you find true love (it won't). However, a central theme of the adventure involves the human heart. Just look at the amazing cover art you'll see a very important NPC literally giving his heart to a lucky party of adventurers. It's a touching, tender scene.
Also, the cover art would make a great impromptu Valentine's card for that very special someone.
Happy Valentine's Day, everyone!
Lots and lots of them!
| Canadian Bakka |
| 1 person marked this as a favorite. |
Well, I picked this up last week, and while it will be a long time before I can run this, it fits nicely with the Kingmaker's adventure Blood for Blood. All I have to do is simply change the antagonist to being the illegitimate son of Baron Drelev, and easy-peasy, it's all set. The only other changes I have to make is adding some Mythic modifications since my campaign uses the Mythic rules.
Any suggestions on appropriate mythic add-ons?
CB
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
|
Well, I picked this up last week, and while it will be a long time before I can run this, it fits nicely with the Kingmaker's adventure Blood for Blood. All I have to do is simply change the antagonist to being the illegitimate son of Baron Drelev, and easy-peasy, it's all set. The only other changes I have to make is adding some Mythic modifications since my campaign uses the Mythic rules.
Any suggestions on appropriate mythic add-ons?
CB
I'd definitely look at using Path of Villains!
| Canadian Bakka |
I'd definitely look at using Path of Villains!
Of course! Silly me, I forgot I have that product already. :) Thanks!
CB
| Tom Phillips Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |
Jason Nelson wrote:I'd definitely look at using Path of Villains!Of course! Silly me, I forgot I have that product already. :) Thanks!
CB
Definitely check out Path of Villains, CB.
Also, if you enjoy Hero's Blood -- the scenario, not the actual bodily fluid, because that would be gross -- please consider posting a review!
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Jason Nelson wrote:I'd definitely look at using Path of Villains!Of course! Silly me, I forgot I have that product already. :) Thanks!
CB
You could also look at Mythic Monsters: Undead for some extra boosts.
| Canadian Bakka |
Definitely check out Path of Villains, CB.
Also, if you enjoy Hero's Blood -- the scenario, not the actual bodily fluid, because that would be gross -- please consider posting a review!
I will see if I can get a review written over the weekend. I need to sit down and read the adventure without skimming. Speed-reading is great when you are trying to slog past a 1000+ pages GoT novel; it is not as handy as when you are attempting to evaluate a role-playing product on its merits. ;)
CB.
| Canadian Bakka |
Questions: in the first map (the one depicting the area around the fort), I don't see a scale indicating distance; how much land is covered per square on the map?
Also, the first encounter indicates a possible fight and the opponents will attempt ranged attacks via long distance, but an encounter distance was not listed (or at least none that I saw). I suppose using the random encounter distance for Plains should work or alternatively assume starting distance is at the maximum bow range.
CB
EDIT: I just found the map scale; I was looking for a bar indicating distance and missed earlier the highlighted square by the top with the distance per square listed. My bad.
| Canadian Bakka |
I am a little confused about the attack capabilities of one of the unique creatures featured here.
Correct me if I am wrong here, in the order of sequence of how these abilities function with respect to one another.
Round 1: The Tongue successfully hits a pc with its tongue for 3d6+14 points of damage. As a result of its Grab ability, it can immediately make a grapple combat manoeuvre check without incurring an attack of opportunity. If the grapple combat manoeuvre is successful, the target is grappled AND it takes constrict damage from The Tongue (3d6+14 points of damage).
Every round thereafter on its turn, whenever The Tongue makes a successful grapple combat manoeuvre check, the target takes tongue damage (3d6+14) AND the constrict damage (3d6+14).
In addition, at the start of the grappled target's turn, the Tiny Maws ability states that the target is subject to The Tongue's constrict attack (does this mean it automatically deals constrict damage or that the Tongue makes another grapple combat manoeuvre check?) AND takes an additional 2d6 points of damage (for a possible 5d6+14 points of damage at the start of the grappled target's turn). Oh, and the grappled target must save or be staggered for 1 round each time the Tiny Maws deal damage.
I know The Tongue cannot move and effectively has a limited area where it can attack; it is essentially a sitting duck. That being said, just how many pcs were murdered by this thing in playtesting?
CB
EDIT: Changed the 2nd sentence in the spoiler for the purpose of clarity.
| Tom Phillips Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |
| 1 person marked this as a favorite. |
I am a little confused about the attack capabilities of one of the unique creatures featured here.
** spoiler omitted **
CB
The first group I ran avoided the Tongue and killed it from a distance with ranged attacks and electricity spells. The second group I ran had a character (a 10th-level barbarian) grappled and dropped to negative hit points ... though her comrades killed the Tongue and revived her.
The Tongue is a nasty opponent. But it's a one-trick pony that can't leave the pit. It's especially easy to kill since it basically just sits there while grappling/devouring a PC, allowing the rest of the party to attack it with impunity.
| Canadian Bakka |
Thanks Tom, I appreciate the response. I think the damage though from its Strength modifier is off by 1 point (unless my math is off, which is entirely possible as math is one of my least favourite skills). Since it has only 1 attack, the damage from Strength should be equal to 1.5 x its Strength modifier.
I imagine that in conjunction with Power Attack, this creature should really put the hurt on the primary tank in my players' group, the barbarian.
Kudos on giving us an evocative and weird creature, Tom! :)
CB
| Canadian Bakka |
No problem, it was enjoyable to write the review for Hero's Blood and it helped me focus on what pieces of it I need to know better and what pieces I want to expand on when the time comes for me to run it.
I hope the review provides ample information, without robbing the joy of reading the adventure for the first time, for anyone who has an initial interest in the adventure, whether it be a player or a GM.
I left out discussing page numbers, layout format, more in-depth analysis of game balance, and price-point analysis because I know that is Endy's style of professional reviewing. No need to have overlapping review styles - the more variety and differences between reviews, the better in my opinion. People should have more data to make a well-rounded and informed purchasing decision. :)
I look forward to running this adventure someday. :)
CB
| Canadian Bakka |
Ah, really? OK. *scratches head* It's different from what I was expecting based on room descriptions and the creature type. I thought there was only 1 ghostly archer and that it was confined to inside the tower so that's why I initially discarded the idea that the second artwork was them. As for Brother Ezekran, I suppose the shadowy creatures with him in the artwork are creepy but harmless manifestations of the corruption of the evil spirits. Cool then! :)
CB
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
|
| Seems |
So, if one were incorporating this into the Crimson Throne AP, where exactly would you do so, both geographically and chronologically? Given Korvosa's hostility with Kaer Maga (which controls the only convenient route up and down the Storval Plateau in the east), I can't imagine how they would have established a fort in the vicinity, and the rest of the Cinderlands is Shoanti territory. Or would it be farther into the Cinderlands, near Urglin?
Also, at what point in Chapter 4 would one run this? After the Party has been admitted to the Sun Tribe, or while they're wandering around fulfilling their quests in the Cinderlands?
| Endzeitgeist |
@Seems: I think this one can work pretty easily in any place of the shoanti-controlled cinderlands; this ties in with the racial tensions highlighted as soon as module #1. Korvosa is occupied territory for the shoanti - they have lost the war. In that context, it makes sense for Korvosa to have outposts in territories controlled by a semi-hostile populace. (Colonialism offers plenty of inspiration there - personally, i got a strong heart of Darkness vibe from the module - not in scenery, but in theme.)
As for when, it kinda depends on the story demands. From a narrative point of view, the weak spot of CotCT is that, after module #3, Korvosa takes a backseat for modules #4 and #5; Hero's Blood can help with that, in that it serves as a reminder of sorts, a callback to the importance of the city.
*Personally*, I have used this after module #4, before #5. However, I can just as easily see this work as an interjection somewhere in #4, which is particularly helpful if your players just don't like dealing with shoanti much, play korvosan patriots, etc. It makes that cool, but railroady section more bearable for such groups.
Just my 2 cents, of course! :D