Chris Lambertz Community & Digital Content Director |
doc the grey |
Hey, have you guys ever thought about including the animal companion stats you introduce in the 1st book of an AP's bestiary in the player's guide? These creatures seem like things that are supposed to be viable options for PCs to take and exposing them to these options in the Player's guide for the AP might be a good way to get them thinking about picking up a Switchback Jackel or Ringhorn animal companion or a Lich Newt familiar.
Axial |
So the Ironfang Legion turned against the Molthune Army and massacred a bunch of them at Fort Ramgate?
That makes sense as being their villain-establishing moment and to show how they broke free of Molthune's command. And the illustration of it is pretty extreme.
But according to what I've heard elsewhere, Molthune doesn't care about the Ironfang war and doesn't really do much to bother them throughout the adventure path.
So Molthune's hobgoblin mercenaries turn traitor, kill hundreds of their soldiers...and the country doesn't care at all? Sure, if they immediately went to war with Nirmathas, I could see how they might be like "Good, our enemies are fighting each other. Let's wait it out."
But such a lawful and duty-bound country like Molthune surely wouldn't want the deaths of it's soldiers to go completely unavenged, would they? This isn't Cheliax, it's an LN, honorable (if imperialistic) country built on strong military values. Anyone knows that if you kill a bunch of soldiers in a country like that, especially without provocation, the people get angry and the government hits back HARD.
Maybe this is justification for playing a Molthune PC. A survivor of the massacre would want vengeance and might even be willing to work with Nirmathas in order to do it.
Or maybe a conspiracy of military officers forms and quietly sends aid/soldiers over the border to help the PCs kill Ironfangs. It would be great if, by the end of the AP, the decades-old enemies of Nirmathas and Molthune are united in rage against the Ironfang Legion.
Axial |
Sorry, I assumed a bunch of things. My basis for such was:
*Cover image shows a bunch of Molthunis being killed by Hobgoblins with a unique banner, and the background looks like a fort.
*Ironfang Legion used to mercs of the Molthuni army.
*"Turning against their masters" is a standard monster/mercenary villain trope.
doc the grey |
So the Ironfang Legion turned against the Molthune Army and massacred a bunch of them at Fort Ramgate?
That makes sense as being their villain-establishing moment and to show how they broke free of Molthune's command. And the illustration of it is pretty extreme.
But according to what I've heard elsewhere, Molthune doesn't care about the Ironfang war and doesn't really do much to bother them throughout the adventure path.
So Molthune's hobgoblin mercenaries turn traitor, kill hundreds of their soldiers...and the country doesn't care at all? Sure, if they immediately went to war with Nirmathas, I could see how they might be like "Good, our enemies are fighting each other. Let's wait it out."
But such a lawful and duty-bound country like Molthune surely wouldn't want the deaths of it's soldiers to go completely unavenged, would they? This isn't Cheliax, it's an LN, honorable (if imperialistic) country built on strong military values. Anyone knows that if you kill a bunch of soldiers in a country like that, especially without provocation, the people get angry and the government hits back HARD.
Maybe this is justification for playing a Molthune PC. A survivor of the massacre would want vengeance and might even be willing to work with Nirmathas in order to do it.
Or maybe a conspiracy of military officers forms and quietly sends aid/soldiers over the border to help the PCs kill Ironfangs. It would be great if, by the end of the AP, the decades-old enemies of Nirmathas and Molthune are united in rage against the Ironfang Legion.
Actually the Ramgate Massacre was against the Nimrathi that were besieging and sabotaging the fortress. The Molthune were the ones who paid them to do it. The big problem was that they killed Nimrathi noncombatants, an act against Molthune's policy which just got them dismissed but privately praised by the commander of the front.
doc the grey |
doc the grey wrote:The big problem was that they killed Nimrathi noncombatants, an act against Molthune's policy which just got them dismissed but privately praised by the commander of the front.Can you give me a reference for this? I can't find it.
Lands of Conflict, pg. 40: Ft. Ramgate, column 2, paragraph 5. They call the unit the Bloody Fortune there but my guess is it is either a typo or the original unit's mercenary name when they were only 34 members strong and changed it after being dismissed.
Book also talks about Molthune has a policy against killing noncombatants, a practice Nimrathas does not share.
doc the grey |
2 people marked this as a favorite. |
Okay, I see.
Here's my issue: why would there be Nirmathi non-combatants at an active siege of a military fortress in Molthuni territory?
See section listed above. The noncombatants were medics, fletchers, and noncombat scouts who were aiding the Nimrathi but not actively sabotaging the fort or killing others.
As for why noncombatants would be there, if the above doesn't explain it battlegrounds often have many noncombatants with either army, often serving in service positions that help their side but don't actively engage in combat like medics, guides to the battlefields, cooks, porters, stablehands to watch animals, prostitutes, merchants if they're there long enough, slaves, carpenters to repair gear and defensive installations, etc. Armies need A LOT of staff to operate at efficiently and often have many noncombatants to fill those roles.
doc the grey |
Oh, okay. I don't have Lands of Conflict. It comes across very differently in the first book of the AP.
Yeah. The AP kind of underdescribes the whole Ramgate Massacre and buries the event amidst the Goblinblood Wars stuff and her prep after disappearing. Lands of Conflict dedicates about 2-5 paragraphs to it on a page all about the Fort proper. Now, the stuff about them picking up other legions is introduced in IF but for the rest of it right now LoC is the place to go unfortunately.
Andrew Mullen Contributor |
Hey, have you guys ever thought about including the animal companion stats you introduce in the 1st book of an AP's bestiary in the player's guide? These creatures seem like things that are supposed to be viable options for PCs to take and exposing them to these options in the Player's guide for the AP might be a good way to get them thinking about picking up a Switchback Jackel or Ringhorn animal companion or a Lich Newt familiar.
From the guide:
"In addition to the animals mentioned here, the bestiary in Path nder Adventure Path #115: Trail of the Hunted features a selection of animals native to Nirmathas that PCs may select as animal companions or familiars. Talk to your GM about these possibilities."That's a solid alternative, I think.
AnimatedPaper |
As for why noncombatants would be there, if the above doesn't explain it battlegrounds often have many noncombatants with either army, often serving in service positions that help their side but don't actively engage in combat like medics, guides to the battlefields, cooks, porters, stablehands to watch animals, prostitutes, merchants if they're there long enough, slaves, carpenters to repair gear and defensive installations, etc. Armies need A LOT of staff to operate at efficiently and often have many noncombatants to fill those roles.
Even fantasy armies need logistical support. Logistics professionals! We literally run the world (although we do not rule it).
It's also important to note that these noncombatants were not actually at Ft Ramgate, but hiding in the woods nearby.
CorvusMask |
So I'm surprised that this player guide does actually suggest monster races being viable in campaign O-o; I'm pretty sure this is only one that does that even if its unspecific and doesn't point any specific one out
I mean, it doesn't do it directly, but if I read correctly it does point out that starting place has refugees even from races considered monsters by society
CorvusMask |
CorvusMask wrote:races considered monsters by societyTieflings, dhampirs, skinwalkers, grippli...
Wait, it mentions grippli?
Also you forgot changelings xP But yeah, seriously, I have bit trouble of seeing races that can easily disguise themselves as humans count even if they probably are what text intended
TRDG |
VERY happy to see this come out as my fellow players and I are chomping at the bit for almost 2 months now. Love the traits and actually to me are not that overpowered, especially with the buzz is for those who have the first 2 modules is that this is going to be hard for parties.
I say bring it on!! Ha Ha Ha
Our GM has not gotten his early PDFs but its gotta be soon we hope
OOPS, my only little thing might be it would have been nice to have a basic overall map of Phaendar, like they did for Reign of Winters Heldren, but small quibble
GREAT job Crystal
SheepishEidolon |
1 person marked this as a favorite. |
A good player's guide - with a few outstanding campaign traits:
1) A scar alarming you of certain creature types nearby.
2) A trophy that gives you a morale bonus - as long as the CR of the creature is higher than your class level (guess it means character level). So you are always motivated to hunt for new trophies...
3) A small scaling bonus for recovering HP with the Heal skill and cure spells you actually cast (not for wands etc.).
4) More love for another neglected option: Aid another for +4 AC instead of +2 AC.
It's nice to read that the militia system is completely optional - even it's good (I don't know yet), GMs and players should have the choice.
taks |
The healing one is a must have for the "half-time healer" types, IMO. I have learned the evil that is "full-time healer" and agree, they are unnecessary. A small bump to cure spells goes a long way for witches, shamans, bards, investigators (with fusion), warpriests, etc. I may begin allowing this in other campaigns, too.
doc the grey |
doc the grey wrote:
As for why noncombatants would be there, if the above doesn't explain it battlegrounds often have many noncombatants with either army, often serving in service positions that help their side but don't actively engage in combat like medics, guides to the battlefields, cooks, porters, stablehands to watch animals, prostitutes, merchants if they're there long enough, slaves, carpenters to repair gear and defensive installations, etc. Armies need A LOT of staff to operate at efficiently and often have many noncombatants to fill those roles.Even fantasy armies need logistical support. Logistics professionals! We literally run the world (although we do not rule it).
It's also important to note that these noncombatants were not actually at Ft Ramgate, but hiding in the woods nearby.
Lol yeah I caught that after writing this. That said, I still think it would be a nice touch. Putting the AC stats right in the hands of the player rather than making it something that's just in the back of IF 1 makes it immediately apparent to them what these options bring to the table and helps make them more attractive. And since this is a pdf only book the worry of book size is less of an issue here.
Ohh! And it helps remove the page stress they do experience when they have to put these things to print! Just put em' all in the player's guide.
Now I really wanna see them slap some vermin companion stats in here for the new bugs presented in book 2.
Marco Massoudi |
In the players guide, The Ironfang Survivor campaign trait mentions maybe being a survivor of the Ramsgate Massacre. That event occurred in 4715...the campaign starts in 4709? Survivor/time traveler attempting to prevent it? Background story for my character haha jk
The campaign should start in 4717, as the last two digits of Golarion time are always the same as in real live when it's published. ;-)