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Dudemeister's KM3 VV - Additions and Changes


Kingmaker

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Silver Crusade Dedicated Voter 2013, Star Voter 2014

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I'm finally starting Varnhold Vanishing, (my players have only just reached Varnhold). I'm going to be posting up my additions and changes here, in order to have a quick reference during play and to help other GMs who are looking to make some minor pacing changes.

There are three major sections that I am looking to change:

Varnhold Since I used Realm of the Felnight Queen and Conquest of Bloodsworn Veil, I have decided to have straggler fey of the Rosethorn Court and Fellnight Spriggans band together. (I had a two year downtime between defeating Hargulka's Monster Kingdom and Varnhold Vanishing). The Fey fled East towards Varnhold, got into a fight with the Centaurs first and hid out in a cave complex there.
So I'll be posting some of the stats that I used to mix the bad guys up a little.

Nomen Centaurs I really liked the idea of A History of Ashes from Curse of the Crimson Throne. Basically returning the Nomen Centaur's bow will give the PCs the right to take the "Challenge of Honour". Basically each challenge will give the PCs more trust points (See Haunting of Harrowstone), when the PCs have enough the Nomen will relate their secret history to the PCs.

The Trail A whole town of people leaving all at once, leaves a trail, even a month old one. Basically I am going to have a piece of evidence in each Hex between Varnhold and Vordekai's Tomb. Just in case the PCs can't or don't want to befriend the Centaurs, they can find the townsfolk the old fashioned way. Looking.

Sovereign Court Owner - Enchanted Grounds

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I am extraordinarily excited about this. I thought your changes to Rivers Run Red were some of the best adjustments to existing published material I've ever seen. It inspired me to add in all kinds of elements, and I've been contemplating what to do with Varnhold Vanishing for a while. To see that you're picking up that torch as well is awesome.

Looking forward to it.


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Drogon wrote:

I am extraordinarily excited about this. I thought your changes to Rivers Run Red were some of the best adjustments to existing published material I've ever seen. It inspired me to add in all kinds of elements, and I've been contemplating what to do with Varnhold Vanishing for a while. To see that you're picking up that torch as well is awesome.

Looking forward to it.

Ditto! My PCs *loved* the changes in RRR, and we're getting ready to start VV (tonight, as a matter of fact!). I'd particularly love to see a write-up regarding the trust points, since I've refrained from reading any of CC (planning on playing it as a PC after we finish up Council of Thieves).

I know that I'm concocting a reason for the PCs to visit Varnhold, rather than have any NPC ask them to investigate. Right off the bat, it seems much creepier if they just stumble into an abandoned town, rather than knowing something is up beforehand.

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My players are about half way through the exploration of the village. I've only added two additional encounters to link the fey here with "Realm of the Felnight Queen" and "Conquest of Bloodsworn Vale" which I already ran a truncated version of before running Hargulka's Monster Kingdom. If you haven't added those modules to the campaign then you can run the exploration of Varnhold unchanged.

Silver Crusade Dedicated Voter 2013, Star Voter 2014

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Changes to Varnhold Village (Area L)

First of all, I made it a full month before the PCs were given the motive to investigate Varnhold. By having such a long amount of time, means that the state of overgrowth and disrepair to the town can be slightly greater.

Background

Spoiler:

When the portal to the Fellnight Realm was closed by the Council of Kyshahn over two and a half years ago, many of her Fellnight Spriggans were left stranded on the material plane. Realising they were no match for the Kyshani forces, the Spriggans spread far and wide. One tribe, a particularly rowdy bunch barely under the Fellnight Queen's control at the best of times called the Culchek's found allies in a group of Rosethorn Thornjacks, also fleeing the destruction of their home at the hands of the Council.

Thorn Jill was once the Jack of Rose’s girlfriend, she fled the Rosethorn Court after the Council's victory there. She met up with Agai, leader of the Fellnight refugees (the Culchek Tribe). Her Thornjacks joined his Spriggans and together they fled Kyshahn, eventually finding refuge in a mountain cave (the Culchek cave). Thorn Jill immediately took to Agai, boldly propositioning the Spriggan warrior.

At first Agai was proud to have a girlfriend, the only Culchek to do so. Then came the nagging, and the making the Spriggans pick up after themselves. Suddenly having a girlfriend wasn’t so great. Agai decided to leave the cave and attack Varnhold mostly to get away from Thorn Jill's constant nagging. While Thorn Jill was distracted at the gemcutter’s store Agai summoned his Spriggan compatriots and took over the fort.

Shutting the door and painting a very big “No Girls Allowed” sign on the door in Sylvan.

Thorn Jill is angry, not just at being spurned, but also because Agai managed to snatch the choicest pretties from the Gemcutter's store before she could have them. Both Agai and Thorn Jill know who the council are, and how they had ruined their previous homes. They aren't about to give up Varnhold so lightly.

The AmBUSHES CR 9

Spoiler:

A series of bushes behind the Waterhorse (L12), grows up in the area between the church L13 and the houses L2. Anyone travelling between these points triggers the AmBUSHES.

There are 6 Thornjacks in the bushes outside the houses of L2. They have been stationed here by Thorn Jill to warn her if the Spriggans come looking for any more loot. If the PCs come nearby they attack (opening with a volley of thorns), and one runs directly to the graveyard behind L13. The Thorn Jacks immediately dive for the nearest bush if struck, in order to charge from the opposite direction, or create flanking opportunities. (Thorn Jacks are basically Twigjacks with the Large Simple Template added)

THORNJACKS CR 4
These green skinned fey are covered in wicked thorns, their heads appear to be rosebuds about to bloom.

Spoiler:

XP 1,200
CN small fey
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 37 (5d6+20)
Fort +3, Ref +6, Will +6
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee longspear +3 (1d8+1)
2 claws +5 (1d6+1)
Space 2-1/2 ft.; Reach 5 ft. (10 ft. with spear)
Special Attacks sneak attack +2d6, splinterspray
STATISTICS
Str 12, Dex 14, Con 19, Int 11, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 13
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge (nature) +8, Perception +10, Stealth +22
Languages Common, Sylvan
SQ bramble jump, woodland stride
Tactics
The Thornjacks open with a volley of Splinter Sprays on any PCs in their areas, and then use nearby shrubs and bushes to create flanking positions from which to Sneak Attack. If reduced to 10 HP or Less they flee to the Graveyard.
If the PCs flee the Twig Jacks chase them (jumping through nearby shrubbery and bushes to do so), but refuse to cross the river as they fear the murderous Chuul (as long as they believe it still lives).a
SPECIAL ABILITIES
Bramble Jump (Su) A twigjack can travel short distances between brambles, shrubs, or thickets as if via dimension door as part of a move action. The twigjack must begin and end this movement while in an area of at least light undergrowth. The twigjack can travel in this manner up to 60 feet per day. This movement must be used in 10-foot increments and does not provoke attacks of opportunity.

Splinterspray (Ex) A twigjack can eject a barrage of splinters and brambles from its body three times per day as a standard action. This effect creates a 15-foot conical burst of jagged splinters, dealing 4d8 points of piercing damage to all creatures in the area. A DC 16 Reflex saving throw halves this damage. The save DC is Constitution-based.

Graveyard Queen CR 9

(L13 - Graveyard behind the Church)

Spoiler:

The graveyard has become overgrown after a month of disuse. Jill has taken residence atop a burial mound (dedicated to one of the fallen heroes of Varnhold), where the Thornjacks have transplanted a number of Wild Rose Bushes to provide ambience.

If the PCs approach in an obvious manner then two of her Thornjacks hold spears across the PC's path. Thorn Jill allows only one of the PCs to approach her Rose-Bush throne. While beautiful, her voice is shrill and distinctly lower class.

"An' wot have we 'ere den?"

If the PCs killed any of the Thornjacks in the previous encounter then Thorn Jill is treated as Hostile in any Diplomacy Checks. Otherwise she is treated as unfriendly. If the PCs compensate Thorn Jill for the loss of her "most trusted warriors" (150 GP per Thornjack Killed) then her attitude automatically improves by 1 step. Thorn Jill isn't really willing to talk to the PCs about what she knows unless they can bring her Agai alive. If the PCs agree to this then she'll share the following:

- Agai is holed up in the fortress, he keeps six guards at the gate, and has pulled all the shrubbery and bushes out of the courtyard.

- She knows the number of Spriggans likely to be in the fortress.

- She recommends not disturbing the Crows, as they have become fiercely territorial.

If the PCs decline to bring her Agai, or have already killed the Spriggan then she orders her Thornjacks to defend her, and uses her reach spear to destroy any alchemist’s fire a PC might think to use. After which she focuses on Sneak Attacking PCs.

If the PCs successfully capture Agai and bring him to her then she walks up to the Spriggan and stabs him with the Rosethorn Spear. Whispering fiercely:
"I wanna break up!"
She then turns to the most handsome PC (preferring Gnomes to anyone else) and asks if he's currently single. If a PC says yes then she gets uncomfortably close and starts making moon eyes at him, offering suggestive comments. If that PC says no then she shrugs and says: "Even kickball has a goalie, doesn't mean ya can't score." That PC gains a +3 bonus on any Diplomacy or Bluff checks against Thorn Jill (but as evidenced if she gets spurned she's gonna be trouble, not
to mention the logistics of a successful relationship!).

Jill can relate the information in the Background section. As for Varnhold she only knows that it was abandoned when the fey got there.


Creatures

THORNJILL CR 6
This female fey has a pretty face surrounded by large rose-petals, and wears a dress, tattered by the wicked thorns that poke through her body, many of the thorns have necklaces draped over them or copper and silver rings fitting over them.

Spoiler:

XP 2,400
CN small fey rogue 3 (Advanced Simple Template)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 21, touch 12, flat-footed 19 (+2 Dex, +5 natural, +3 Armor, +1 size)
hp 63 (5d6 +3d8 +32)
Fort +3, Ref +9, Will +6
Defensive Abilities: Uncanny Dodge
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee Rosethorn Spear +6 (1d8+4 plus shatter) or
2 claws +7 (1d6+3)
Space 2-1/2 ft.; Reach 5 ft. (10 ft. with spear)
Special Attacks sneak attack +4d6, bleeding attack, splinterspray
STATISTICS
Str 12, Dex 14, Con 19, Int 11, Wis 14, Cha 13
Base Atk +5; CMB +6; CMD 16
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse, Martial Weapon Proficiency
Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge (nature) +8, Perception +10, Stealth +22, UMD +7
Languages Common, Sylvan
SQ bramble jump, woodland stride

Tactics

If Attacked Thorn Jill uses her Bramble Jump ability to find flanking against the prettiest character in the party (Thorn Jill brooks no competition). If such a character has any alchemist's fire on their person she takes a 5-foot step back and uses the shatter spell in her Longspear to cause the fire to burst on the person. Yellin'
"Y'ain't gunna use that on me ya flesh-bag!"

If reduced to 10 HP or less she attempts to flee. (Perhaps to vex the PCs during their travels in Varnhold). If Captured she begins sobbing uncontrollably lamenting: "Why won't anyone just luv me!"

Treasure
+1 Rosewood Armour

Rosethorn Spear +1 Spell Storing Longspear/Shortspear, 450 gp worth of flowery jewellery, sylvan scroll of shatter, sylvan scroll of knock.

3 Potions of Cure Moderate Wounds (These potions are carried in wooden gourds, and are made of a sticky combination of honey, sap and molasses)

120 gp worth of rings, necklaces, and other jewelry which belongs to the Gemcutter of Varnhold
SPECIAL ABILITIES
Bramble Jump (Su) A thornjack can travel short distances between brambles, shrubs, or thickets as if via dimension door as part of a move action. The thornjack must begin and end this movement while in an area of at least light undergrowth. The thornjack can travel in this manner up to 60 feet per day. This movement must be used in 10-foot increments and does not provoke attacks of opportunity.

Splinterspray (Ex) A thornjack can eject a barrage of splinters and brambles from its body three times per day as a standard action. This effect creates a 15-foot conical burst of jagged splinters, dealing 4d8+2 points of piercing damage to all creatures in the area. A DC 16 Reflex saving throw halves this damage. The save DC is Constitution-based.

Thornjacks x 4

Spoiler:

See Above, but replace Tactics:

These Thornjacks defend their Queen to the death. If Thorn Jill flees, then the Thorn Jacks flee with her. If Thorn Jill dies, then they also flee.

New Magic Item
The Rosethorn Spear
This spear has the appearance of a Long-Stemmed rose, the thorns seem to shift and move along the haft as the wielder moves their grip. At the base of the Spear is a crystalline rose.

Spoiler:
This +1 Spell-Storing Shortspear can transform into a Longspear at the wielder's discretion as a Move Action. Furthermore if used to kill a Fey Creature it immediately absorbs one spell that creature may cast as a Spell Like Ability, with a caster level equal to the Hit Dice of the fey killed, it automatically chooses the highest level possible applicable spell (up to third level), if multiple spells are equally applicable the spell is chosen at random. (When it does so the spear draws the creature's blood like a long needle, filling the normally clear rose with the creature's blood). (I've priced this spear as a +3 weapon)

Silver Crusade Dedicated Voter 2013, Star Voter 2014

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

As always critiques, comments, questions and tweaks are welcome.


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I could never get away with giving the villagers a trail. My players devour plot, and if they were given a clear line, they'd walk straight from their home to Varnhold and to the final location without getting any of the experience through the rest of the chapter.

As it stands, although it isn't terribly clear, the book says that V leads them off and Soul Jars them all, then transports the jars to his lair rather than force them into a trek of dozens of miles.

It makes sense, given that he wants every one of them and wouldn't risk wild animals or exhaustion to take them away.


DM_aka_Dudemeister wrote:
As always critiques, comments, questions and tweaks are welcome.

My PCs just entered Varnhold last session -- I left it mostly as written, preferring to let the creepiness of the abandoned town sink in. I'm going to let the Spriggans stand alone (though I always use the 6-player conversion, so they'll be a little harder than as written).

My big concern is that the trail really leads straight from one event to the next to the next. After two modules that are totally open, this one took me a little by surprise. My PCs are crafty enough that once they'll head to the Nomen next, probably hand over Skybolt, learn about the Valley, and beeline right there. They're eighth level, so they won't be out of their element, but still...I wish there were a way to slow them down. I may have some event happen that recalls them back to their kingdom, so as to draw out the timeline a little bit. Otherwise this module isn't lasting two months in-game. ;)

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ellegua wrote:

My PCs just entered Varnhold last session -- I left it mostly as written, preferring to let the creepiness of the abandoned town sink in. I'm going to let the Spriggans stand alone (though I always use the 6-player conversion, so they'll be a little harder than as written).

My big concern is that the trail really leads straight from one event to the next to the next. After two modules that are totally open, this one took me a little by surprise. My PCs are crafty enough that once they'll head to the Nomen next, probably hand over Skybolt, learn about the Valley, and beeline right there. They're eighth level, so they won't be out of their element, but still...I wish there were a way to slow them down. I may have some event happen that recalls them back to their kingdom, so as to draw out the timeline a little bit. Otherwise this module isn't lasting two months in-game. ;)

That's why I'm changing the Nomen to require Trust. Improving their attitude can only be tried once a month, completing tasks, quests and challenges for them will give bonuses.


DM_aka_Dudemeister wrote:
That's why I'm changing the Nomen to require Trust. Improving their attitude can only be tried once a month, completing tasks, quests and challenges for them will give bonuses.

Ooooh. And Trust is from Carrion Crown (right?), which I've stayed away from.

Now I'm eagerly awaiting your additions, Dudemeister. ;)


My VV plotline looked like this:

* Catch word that Varnhold has gone quiet; travel to Varnhold
* Clean out Varnhold, find Nomen carving
* Travel to Varnhold, kibbutz with leader. To gauge the PCs' trust she sends them to Amvarean's lair to the south
* PCs find Amvarean long dead, return
* Aecora gives what little she knows of Vordakai; laments that the Nomen's texts on him were stolen by cyclopes centuries ago
* PCs wander around looking for ancient cyclope library
* Find library; Stygira is trapped inside (See Custom Kingmaker Encounters thread, or whatever it was)

Ironically, the answer to the lair was in those books and the players didn't ever return them to the Nomen (they were in Druidic, and would have taken weeks of focused study to find the Vordakai bit), so they've been wandering around and they're about to hit Vordakai's next session.


We ran the first part of the Varnhold exploration last session. My players, surprisingly, decided to push through and explore the entire village -- including stockade -- in one day. I had assumed they'd explore the town, retreat and regroup, and them come back to the stockade fresh.

That said, the actual assault against the spriggans has the chance of being drawn out into a loooong, relatively boring encounter. Most of the spriggans' SLAs won't function against 7th-level PCs (Scare can't affect them, and Shatter won't work against magic weapons). In the end, it comes down to rogue-tactics or enlarged, try to do more damage than the PCs tactics. Not the most exciting encounter.

So, halfway through, I upped the ante a little bit. As the module suggests, I had Agai kick over the barrel of oil and set fire to the building (with four or five spriggans still inside, no less). He made a comment about the PCs not being able to save those inside, and we stopped the session there. I'm adding a family of fisherman that avoided the original Vanishing because they were fishing eels out of Lake Silverstep (these fishermen will be the same that later supply the Eel Bake quest). They've been captured by the Spriggans and are being held in the first floor bunkhouse.

So next session the PCs have a bit of a problem: Agai is going to run, the building will be on fire (I'm using the rules for fire in the "Catastrophe!" section of Council of Thieves), and a minute or two into the encounter I'll have the building start to collapse (using the collapsing building rules from the same section). I don't expect my PCs to have any trouble with these spriggans, but adding the environmental hazards, a rescue attempt, and a fleeing BBEG should divide them and make a boring encounter a lot more interesting -- especially since they'll have to move fast or get creative if they want to explore any of the rooms inside the blockhouse.

Not exactly an addition, mind you, but I thought it warranted commenting nevertheless. Next up -- the Nomen (and hopefully Dudemeister's Trust additions!). ;-)

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ellegua wrote:


Not exactly an addition, mind you, but I thought it warranted commenting nevertheless. Next...

Sounds fun, my players took on the crows and the Chu'ul, then tried to take the stockade. My PCs had fun with it as written, realizing that trying to storm a fort riddled with murder holes and arrow loops is hard. They'll finish sweeping the town for clues on Tuesday. I'll try and get part one if the Nomen stuff up tonight.


Dotting :)

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I know I was going to write some of the Nomen stuff tonight, but I had to work back late (thanks Christmas! *shakes fist*) So I don't really have the time. Tomorrow I'm running the game, I have plans Wednesday night, so Thursday might be the earliest that I can post something proper.

Many apologies!

Dudemeister.

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Hey all,
Just an update on where I am with this. I'm currently at about 1,500 words into the changes. Including using GMG rules for Chase cards in the Bloodfurrow run, tribal
tattoos with manticore needles, and turning Talon Peak into a 6 encounter mountain climb with a fragile egg the size of a man complicating the situation. This is going to be a BIG expansion (unexpectedly so). So please be patient, I hope to get some writing done on this by Tuesday!


Uuuuuh, shinyshiny, gimmegimme!

Looking forward to it! I've had ideas on how to expand the elven structure where the roc is nesting myself but am always looking for taking surprising turns.
I am especially curious whether my PCs will agree on returning to the point of origin for the egg-quest right after the encounter... (no teleportation magic available by then).

Ruyan.

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Trust and Centaurs

Part 1

Trust Scores
PCs start with 7 Trust for 4 PCs or 5 Trust for 6 PCs.

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 21-25 = Neutral. The PCs suffer no penalty and gain bonus to the Centaurs. At reaching this level the PCs gain the first real piece of information about Centaur history. At this stage no centaur will attempt to sabotage the PC’s quests. (See Information Rewards). (Diplomacy Attitude: Indifferent)

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
If a Centaur Dies: -1 Trust Point
Being Directly Responsible for a Centaur Death: -6 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
PCs learn of some of the sites sacred to the Centaurs Areas F, R, N and Y.

Reaching Trust Score 26
See Varnhold Vanishing Page 34, Column 2, Paragraph 3 (Information relating to Vordekai). She finishes by saying: “There is a place you can go, to learn more. But it is secret, and taboo to the centaurs. The PCs must prove they are worthy of trust by the whole tribe.”

Reaching Trust Score 31
Aecora relates the locations of areas W, X and Z. She also talks about the “Valley of the Dead”. At this point Xamanthe has disappeared, either to impress the PCs or desperate to prove her own abilities if they have earned her enmity (See: the Kankerata Run, Changes to Area F, and Scaling Talon Peak).

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:
Completing the Run – +1 Point per PC
Completing the Run without using magic – +1 Point per PC
Winning the Run – +2 points.
Rescue Xamanthe in Cavern 7 – +2 points.
No PCs complete the Run: -4 Points 

The Run
Danide and 3 regular centaurs (one of whom is Xamanthe) are also doing the run replace their Diplomacy skill with Acrobatics +10 and Knowledge (Nature) with Climb +6
The Run is best run using the Chase Rules from the Game Mastery Guide (also linked in the PRD). The Run consists of the following cards:
1. The Starting Line - A) Sprint Ahead (Fortitude DC 10) B) Slide down the hill (Acrobatics DC 15)
2. ~The Fallen Columns A) Leap the Stones (Acrobatics DC 20) B) Hidden Shortcut (Perception DC 25)
3. *Kankerata’s Pit A) Climb Down (Climb DC 10) B) Dive Down (Swim DC 15)
4. ~Pools of Harsh Reflections A) Avert Your Eyes (Reflex DC 15) B) Trust Your Instincts (Sense Motive DC 20)
5. ^Stalactite Cavern A) BATS! (Handle Animal DC 25) B) Beware Falling Rocks (Reflex DC 20) (In this cavern a Centaur attempts to slow the PCs by throwing a net on the first PC to arrive after them)
6. *~Kankerata’s Den A) Don’t Wake the Beast (Stealth DC 30) B) Scale the Ceiling (Climb DC 25)
7. ^ Collapsing Caverns A) Sprint for your Life! (Fortitude DC 15) B) Find Cover (Perception DC 20) (In this cavern, a Centaur attempts to collapse a cavern on top of a PC. Xamanthe gets caught up in the Collapse).
8. ~Open Air A) Clear a Path in the Grass (Deal 15 Damage or 5 Fire) B) Climb the Hill (DC 10 Climb Check)
9. * Muddy Ravine A) Swim the Shallows (DC 15) B) Wade the Mud (Strength DC 10)
10. *~ Home Stretch A) Final Sprint (Fortitude DC 20) B) Climb the Hill (Climb DC 25)
Cards marked with a *Mark an opportunity for Kankerata to make an attack against the PCs. Cards marked with a ^ are an opportunity for saboteurs to mess with the PC’s day. Cards marked with a ~ have a Kankerata Stone the PC must mark before continuing the course.
If any of the PCs successfully complete the Run, then Aecora declares to the other Centaurs present, as even attempting the run they have done what no two-leg before them has tried, she continues to say that the PCs are indefinite guests of the Nomen Tribe, and may freely travel in Nomen lands.

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.

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1,900 words so far, probably another 1,900 before I'm done.

After that a quick word on Archaeology and Lord Varn's Dig Sites. In my version of the Vanishing Varn is partly responsible for his own doom.


Thanks again for presenting a really well thought-out and interesting alternative to how things are set out in the original text! You, sir, are a source for much inspiration!

I've never done a chase in my games before (neither as player nor GM), so my players might be up for a surprise.
How are you going to handel the different speeds (players 30ft/20ft in armor, centaurs 50ft/35ft in armor, Kenkarata 40ft/20ft while burrowing) - just by adjusting the DCs as suggested in the GMG?

Nitpick: You inverted helpful and friendly on your trust score list.

Ruyan.


DM_aka_Dudemeister wrote:

Trust and Centaurs

[snip]

This is so, SO good. Thanks again for everything you do, Dudemeister. My PCs are going to love this, and (as with the monster kingdom) it's such a great expansion on some already fantastic material. Can't wait for the next part!

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@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.


DM_aka_Dudemeister wrote:
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.

This won't be the first chase I've run, and in previous chases I've found it VERY helpful to set up the chase cards in sequence across the gaming table. Then let each PC and monster mini (assuming you use minis) serve as a marker as to where that PC is in the race. That helps a lot.

What I'll probably do with the stones is have index cards connected to the chase cards with stones attached, giving me something to jot down checkmarks, notes, etc.


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The race went great! My PCs loved it, and it had some high drama at the end, as one of the PCs ran back onto "the field" after having finished the race to save the life of another PC (who had been dropped due to a nasty crit from K). They're really excited about how to earn trust with the tribe.

Also, the race wasn't as complicated as I expected -- the rules and mechanics work very smoothly with one another, and the index cards helped a lot.

Thanks again, Dudemeister!

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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.


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This all looks great, and very timely for me. We just finished RRR, but I had planned to insert Fellnight Queen before I proceed to VV, so these modifications will be perfect. Thanks Dudemeister!

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Varnhold Pass Area K
There is an Elven Tower in Varnhold Pass, repurposed as a Watchtower for Varnhold.
Inside the tower is eerily empty, and still contains most of the equipment in the armory. One room (the Captain's Room) at the top of the tower is Stuck Shut (DC 24 Str check to open).
Within the room smells of death. Captain Stepheo Dorlais is dead in this room (DC 20 Heal check reveals cause of death as Starvation) he is clutching a journal.
Treasure: The Journal provides a +2 equipment bonus to any Knowledge (Geography), or Survival checks made to scale Talon peak. Whoever uses the journal take a -1 penalty to their Will Save vs the Yeti's Frightful Gaze ability, and may not choose to avert their eyes. (The Journal's contents are spoilered below)

Spoiler:

The journal is mostly a record of the various surveys, with maps and information. The last few entries though reveal something disturbing.
1 Week Before the Vanishing <insert Date here>
The rooftop watchers report something strange, eyes like burning coals staring just beyond the edge of the light. Constantly staring. I'll give Private Quire a week off from the night watch. The isolation must be getting to him.

<date of the Vanishing>
Private Quire reports that the beacon tower was not lit tonight. Perhaps forgetfulness? If it is not lit tomorrow we shall mount an expedition.

<2 days after the vanishing>
At night they came, I thought the howls merely wind. They tore Quire in half. We never see them, always they are at the edge of our light, staring at us.

<5 days after the vanishing>
There is none of us left. I can not leave this place, they won't let me leave. I see them from my window. Staring at night. I dare not leave my room. The horror, the horror, the horror.

Talon Peak
__________

Scaling the Talon Peak requires a DC 400 cumulative Climb check. One character makes a primary Climb check others may Aid Another using Climb, Survival, Knowledge (Nature), Knowledge (Geography) or if they have the capacity to fly Fly (using Fly uses up an hour of flight time).
Each climb check represents 4 hours of Climbing, the DCs are 10 (0-100), 15 (101-200), 20 (201-300), 25 (301-400). Failing a check minuses an amount equal to the difference between the current DC and the check. After each check there is a chance for a random encounter (cumulative 15% chance), roll twice each time the PCs rest.

Once PCs have ascended beyond cumulative DC 100 the howling winds, and constant cold make rest difficult. PCs must make a DC 15 Fortitude Save or gain the Fatigued Condition, furthermore they do not gain any benefit from rest including regaining spells or hit points.

At reaching Certain accumulation Characters reach one of the following areas or trigger one of the following events.

Area A: The Low Plateau (CR 7)
Cumulative DC 100
(Terrain for Random Encounters: Rugged) (Weather: Cold) (Altitude: Low Plateau)

Spoiler:

Monsters Cave Bear (Dire Bear)

lives in a Cave in the low plateau. If PCs are scaling the mountain in the Winter then the bear is slumbering fitfully (Suffering a -10 on Perception checks) if the PCs choose to sneak by. Otherwise the Bear is active, PCs may attempt to sneak past it, but it is more difficult.

Development: When the PCs return to this spot when climbing down the Mountain and have a trust score of 21 or less either a group or a single Centaur attempts to send the Cave Bear after the PCs.
[/b]

Area B: The Cold Mephit Cliffs (CR 8)
(Cumulative DC 200)
[spoiler]
Monsters: 4 x Mephits

As the PCs are scaling the side of a sheer cliff (Approximately 80 ft drop to the nearest plateau), a group of 4 Mephits attempt to steal the PC’s packs and supplies. This is a CR 8 encounter because it favors the Mephits who are capable of flight. The Mephits flee if reduced to 10 hp or less, or if half of their number die. PCs may attempt to negotiate with the Mephits with a successful DC 20 Diplomacy Check and an offer of 500 gp worth of gold, gems or magic items. Each 100 gp beyond that the PCs offer gives the PCs a +1 bonus on the Diplomacy Check.

Development: Return to Mephit Cliffs CR 9 (+1 CR for Advantageous terrain for the Elementals)
As PCs are descending the cliff, it shakes with an ominous force, cracking as it does so. 3 Large Ice Elementals are released from the First World. The Elementals are angered at their sudden ejection and assume the PCs are responsible. (The Elementals are actually the victims of the thin planar boundaries between the Stolen Land and Thousand Breaths).
3 x Large Ice Elementals (Replace Swim Speed 60 ft, with Climb Speed 30 ft.)

Cumulative DC 250 - Event A:
Light Snow (Weather: Snow -4 Perception, -4 Ranged Attacks, Cold Weather 1d6 Non-Lethal Damage every hour (Fort DC 15 or Cold Weather Outfit negates))
Due to the proximity between Talon Peak and the first world, the weather is unpredictable. Snow begins falling from the sky at this point.

Area C: Yeti Den (CR 8) (Cumulative DC 300)

Monsters: Big Yan (Yeti with Large Simple Template), Young Yan (Yeti with Small Simple Template +1 Frost Ranseur and +1 Studded Leather Armour), and 2 x Yetis.

Big Yan

Spoiler:

Yeti ( Giant ) CR 5
XP 1600
NE Huge monstrous humanoid (cold)
Init +0; Senses darkvision 60 ft., scent; Perception +10
________________________________________
DEFENSE
________________________________________
AC 18, touch 8, flat-footed 18 (+0 Dex, +10 natural, -2 size)
hp 84 (6d10+24) 31
Fort +8, Ref +5, Will +6;
Immune cold;
Weaknesses vulnerability to fire
________________________________________
OFFENSE
________________________________________
Speed 40 ft., climb 30 ft.
Melee 2 claws +12 -2 (1d8+8 -2 plus 1d6 cold)
Space 15 ft.Reach 15 ft.
Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold)
________________________________________
STATISTICS
________________________________________
Str 27 -3, Dex 10, Con 19, Int 9, Wis 12, Cha 10;
Base Atk +6; CMB 14; CMD 24
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +23, Intimidate +9, Perception +10, Stealth -4;
Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo

Young Yan

Spoiler:

Yeti ( Young ) CR 3
XP 800
NE Medium monstrous humanoid (cold)
Init +2; Senses darkvision 60 ft., scent; Perception +10
________________________________________
DEFENSE
________________________________________
AC 20, touch 12, flat-footed 18 (+2 Dex, +5 natural, +3 Armour, +0 size)
hp 33 (6d10)
Fort +4, Ref +7, Will +6;
Immune cold;
Weaknesses vulnerability to fire
________________________________________
OFFENSE
________________________________________
Speed 40 ft., climb 30 ft.
Melee Ranseur +6 (2d4+7+1d6 Cold); 2 claws +6 (1d4 plus 1d6 cold)
Space 5 ft. Reach 5 ft. (10 ft. with Ranseur)
Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold)
________________________________________
STATISTICS
________________________________________
Str 11, Dex 14, Con 11, Int 9, Wis 12, Cha 10;
Base Atk +6; CMB 8; CMD 21
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +19, Intimidate +9, Perception +10, Stealth +7; Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo

Development

Spoiler:

A family of four NE Yetis (One with a Large Template, and One with a Young Template) reside in a chimney the PCs will need to scale to reach the top of Talon Peak. If any of the Yetis are killed they retreat deeper into the mountain. The medium yeti wields a +1 Frost Ranseur of clearly ancient elf design (stolen from the Observatory), and wears a set of +1 Studded Leather Armor.

Area D: The Black Roc of Talon Peak (CR 10)
Cumulative DC 400 (Altitude – Low Peak)

Spoiler:

An elf observatory is atop Talon Peak. A stone tower with a set of stairs twisting all the way to the top with the crushed dome at the top, the shattered remnants of an ancient telescope litters the ground at Talon Peak. When the PCs first arrive the Roc is not currently on the tower.

PCs may spend an hour searching the ruins of the tower. A DC 25 Perception check uncovers an efficient scroll case (20 scrolls/wands and 5 staves; price as efficient quiver), there is also a door at the base of the tower with strange markings. A Knowledge (Nature) check DC 30 reveals these patterns as being roughly analogous to the ancient stars (PCs may take rubbings of the markings to glean this knowledge).

The tower can be turned into an Observatory for half price. An Observatory can be built instead of a farm. Observatories, concerned with the science of the stars

The Roc’s eggs are the size of a Medium Humanoid and weigh 50 pounds each. Due to their shape and size it’s impossible to put them away in a Bag of Holding or similar. PCs can use ropes and the like to create a harness to carry the Eggs. There are currently 6 eggs on the tower.

As the PCs begin to descend from the tower, the Roc returns:

BLACK ROC OF TALON PEAK CR 11

Spoiler:

XP 6,400
N Gargantuan animal
Init +6; Senses low-light vision; Perception +15
DEFENSE
AC 26, touch 10, flat-footed 22 (+4 Dex, +16 natural, –4 size)
hp 152 (16d8+80)
Fort +15, Ref +16, Will +10
Defensive Abilities DR 10/Cold Iron; SR 21; Resist cold 10, electricity 10
OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee 2 talons +20 (2d6+11/19–20 plus grab), bite +19 (2d8+11)
Space 20 ft.; Reach 15 ft.
STATISTICS
Str 32, Dex 19, Con 21, Int 2, Wis 16, Cha 15
Base Atk +12; CMB +27 (+31 grapple); CMD 41
Feats Flyby Attack, Improved Critical (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception),Weapon Focus (talons)
Skills Fly +9, Perception +17
Tactics: The Roc only fights until it has been reduced to a quarter of its HP, at which point it flies off seeking another nest (Possibly area Z).

Event D: As the PCs descend beneath the cloud level the snow becomes much heavier, as it seems the mountain itself seems angry at the PC's thievery.
Heavy Snow (Heavy Snow: -6 Perception, Ranged Attacks. 20% Concealment beyond 5 ft).


Nice addition!

I have a couple of questions:
1.

Quote:
Failing a check minuses an amount equal to the difference between the current DC and the check

Does that mean, if the PCs fail their check by 3 for the first 100 ft. They have to make another, now at a DC of 13?

2.
Cumulative DC: Ten checks, each DC 10 == DC 100?
3.
Not a question, just an observation: There seems to be text missing in the part on the observatory.
Some notes in the stat blocks escaped your editing.
4.
Where do the defensive abilities from the roc come from? Do you imagine it having gained some fey-ish qualities?

Again: cool stuff, which I might add. One last question: the mountain range as suc are said to be of no particular hight - where does all the snow and ice come from (I have changed the Tors to be well over 5000 ft in height in average, because they mark the beginning of a new continent after all - but I'm interested in your reasoning)?

ruyan.


RuyanVe wrote:
Quote:
Failing a check minuses an amount equal to the difference between the current DC and the check
Does that mean, if the PCs fail their check by 3 for the first 100 ft. They have to make another, now at a DC of 13?

I think it subtracts from the cumulative total. So say you've amassed 140 so far for your total. You fail the next check by only rolling a Climb check of 10 against your DC of 15. Your new total is 135 (DC 15 - 10 from the failed check). This doesn't seem too bad, until you consider that each check is four hours and Dudemeister has put a *cumulative* wandering monster check in.

RuyanVe wrote:
Cumulative DC: Ten checks, each DC 10 == DC 100?

Yes. It's like crafting, where each check is applied toward a running total. Bear in mind that your PCs may not have to make ten DC 10 checks -- if it's DC 10, but the first two checks are Climbs of 18 and 22 (both successful), then their total "altitude" is 40, not 20.

RuyanVe wrote:

Not a question, just an observation: There seems to be text missing in the part on the observatory.

Some notes in the stat blocks escaped your editing.

This one I was going to ask about myself, Dudemeister.

Couple of other questions:

1. The Captain in the observatory -- does he have gear? I think I'll wind up using an appropriate NPC from the GMG, but I wondered on your input.

2. Do you have any mechanics (or thoughts on mechanics) for transporting the giant egg back down the mountain? I think when the Roc attacks, it's going to make an attack or two and then try to grab the egg and go back up the mountain (much to the dismay of my players, I'm sure), but what about failing checks, the ice elementals, etc?

3. You and I have been talking about the "spirits" of the world, and I know that the Black Roc is one of them. Any more thoughts about this? We had talked about "riding" the Roc and surviving being the condition that must be met -- would surviving a Grab (and presumably the inevitable fall afterwards) count? I'd like to let interested PCs do both of these at the same time -- since climbing this mountain again is a big slow down (though not necessarily a bad thing).

THANK YOU AGAIN FOR ALL OF THIS! You're a gentleman and a scholar, Dudemeister. ;)


I just read this, and I approve of the centaur section in particular. I will be swiping and tweaking for my own future run of KM. Thanks.


Ah ok, the roc being one of the "spirits" would certainly give it the additional defences provided in the stat block.
Then again I wonder, whether the PCs have any possibility of knowing that and if they know: would they still consider stealing the egg (assuming that, as in my version of KM, the spirits are more or less benign beings and that the PCs are neutral or good aligned)?

Ruyan.

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Some errata: The Random Encounter chance resets when an encounter is rolled.
Ellegua's interpretation about what happens on a failed check is correct.

Clarifications: The captain in his room should have gear for a third level NPC, his Tabard also counts as a cloak of resistance +1 it bears the crest of Varnhold.

The Spirit is Neutral (in my game the Roc is associated with Pharasma and appears as an enormous rook). Make it clear to the players these eggs are unfertilized, and the Roc is not part of a mated pair. Thus stealing the eggs should be no big deal.

When my PCs attempted this they reached each level after about 2-3 rolls. Remember one PC can make a roll or take 10, climbing gear can add a +2 bonus, aid another checks can add a further +6. Assuming only 1 PC with max ranks and a modest +3 STR bonus the party can hit a 34 routinely. The ascent might slow down near the top as they can't take 10 in the snow storm.

When the PCs are descending with the eggs, they can also not take 10, furthermore anyone carrying an egg who rolls a Natural 1 gives the egg the "broken" condition. If in combat they roll a 1 or are struck by a critical hit, the egg gains the broken condition. (Can be fixed with mending). An egg with the broken condition that gains it again is destroyed.

Anyway hope that helps, and I'm glad you all like it. :-)

If PCs want to earn the Spirit Bonus (+2 Perception on Mountain terrain, once a year cast Breath of Life (Self only) when reduced to death). Increase the Roc's intelligence to 15. PCs must make a Diplomacy Check to make the Roc friendly. The Roc is treated as Hostile. If PCs succeed on this check the Roc offers one final challenge. PCs must make Ride, Climb and CMB checks at DC 15, 20, 25, 30 and 35. They must succeed 3 times before failing twice. Describe it as a wild ride through the mountains, if they fall determine height by rolling 4d10 and multiplying the result by 10.

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Oh and I used the Centaurs to convey the information that they consider the Roc and Kankerata "sacred spirits".

At some point I'll have to post up my spirits of the land document (but it's one of those things I put together in fits and starts).

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Also considering the PCs can carry down an egg each, if the Party contains 4 or more characters the Roc will likely only be able to retrieve 1 or 2 eggs (No big loss since the PCs only really need 2 eggs for their quests. Any other eggs can be sold in Restov or their Kingdom for 1,500 gp each).

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Area F: The Centaur Burial Mound: I've converted this to a mini adventure featuring Manticores, Gargoyles and Bats. You can download the PDF HERE

As always feedback is appreciated.

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DANIDE THUNDERHOOF CR 9
CENTAUR BARBARIAN 7

Spoiler:

XP 12,800
N Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 21, touch 11, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +2 shield, –1 size)
hp 93 (4d10+7d12 +22)
Fort +8/ +11 while Raging, Ref +8/+11 while raging, Will +8/+11 while raging
Defenses DR 1/-, Improved Uncanny Dodge
OFFENSE
Speed 60 ft. (40 ft. in armor)
Melee Varn’s End (+1 Bastard Sword) +13/+6 (1d10+5/19–20), 2 hooves (magic horse shoes) +8 (1d6+2)
Ranged Javelins +13/+6 (1d8+2/×3)
Space 10 ft., Reach 5 ft.
STATISTICS
Str 15, Dex 14, Con 15, Int 11, Wis 14, Cha 12
Base Atk +11; CMB +13; CMD 22 (26 vs. trip)
Feats Improved Initiative, Run, Exotic Weapon Proficiency (Bastard Sword), Power Attack, Weapon Focus (Bastard Sword), Cleave
Skills Diplomacy +12, Intimidate +13, Knowledge (nature) +4, Perception +14, Survival +16
Languages Common, Elven, Sylvan
SQ undersized weapons, rage 20 rounds/day (+4 Str/Con, +2 Will, -2 AC), Trap Sense +2, Rage Powers (Superstition, Knockback, No Escape)
Treasure
(+1 fortification breastplate, heavy steel shield, +1 Bastard Sword, 10 x Javelins, +1 Horse Shoes, Saddle Bags containing 3 x Potions of Cure Serious Wounds, 1 x Potion of Remove Disease), 4 x Alchemist’s Fire, 4 x Tanglefoot Bag, 4 x Torches)
SPECIAL ABILITIES
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).

While Raging:

Spoiler:

DEFENSE
AC 19, touch 9, flat-footed 17 (+7 armor, +2 Dex, +1 natural, +2 shield, –1 size, -2 Raging)
hp 115 (4d10+7d12 +44)
Fort +8/ +11 while Raging, Ref +8/+11 while raging, Will +8/+11 while raging
Defenses DR 1/-, Improved Uncanny Dodge
OFFENSE
Speed 60 ft. (40 ft. in armor)
Melee Varn’s End (+1 Bastard Sword) +15/+8 (1d10+7/19–20), 2 hooves (magic horse shoes) +8 (1d6+3)
Ranged Javelins +13/+6 (1d8+4/×3)
Space 10 ft., Reach 5 ft.
STATISTICS
Str 19, Dex 14, Con 19, Int 11, Wis 14, Cha 12
Base Atk +11; CMB +15; CMD 24 (28 vs. trip)


Hey Dudemeister, something's occurred to me in our last few sessions and I wondered how you were dealing with it in your campaign. It involves the Trust additions to the Nomen: My PCs have accrued about 16 trust, and they're getting ready to start spending time with the tribe. However, every month the trust they earn from the time spent with the tribe is offset by the trust they *lose* from Vordekai being active.

Short of immediately undertaking the quests (which I feel a little strange offering since they're currently Disliked by most of the tribe), I can't see any way to continue accruing Trust. On top of that, even if they gain the maximum Trust from all the quests, I see no way for them to get to the levels required to unlock all the information on V, etc.

Am I missing something? My quick fix is to just ignore the trust loss each month, which would allow slow gain over time. How did you go about this in your campaign (since I recall your party having reached 20-plus)?

Thanks as always! Our Inquisitor accepted Talonquake as a spirit last night, which was pretty great given that he was the one that rescued the owlbear cub as well. Next up -- Kankerata Part Two and Talon Peak! :)

-- Ellegua

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At least 3 PCs a month can make the diplomacy check to increase trust. I had Danide challenge them to the Kankerata Run quite early which resulted in a huge trust boost. When PCs reached Trust Score 16 I gave them the Egg Quest and the history quest. It wasn't too difficult.

Silver Crusade Dedicated Voter 2013, Star Voter 2014

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That said, nothing breaks if you remove the trust loss for Vordekai being active.


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DM_aka_Dudemeister wrote:
At least 3 PCs a month can make the diplomacy check to increase trust.

Aha! I had read that as only one PC (of the three) could make the checks. I knew there was a disconnect there. ;)

That's where we're at as well: finished the Run, at 16 points. I doubt that they'll want to quest during the winter, so I'll probably run either the Gargoyles or Talon Peak in the springtime. I'm really excited for the mountain climb -- I think that's going to be a GREAT session or two.

Silver Crusade Dedicated Voter 2013, Star Voter 2014

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
ellegua wrote:
DM_aka_Dudemeister wrote:
At least 3 PCs a month can make the diplomacy check to increase trust.

Aha! I had read that as only one PC (of the three) could make the checks. I knew there was a disconnect there. ;)

That's where we're at as well: finished the Run, at 16 points. I doubt that they'll want to quest during the winter, so I'll probably run either the Gargoyles or Talon Peak in the springtime. I'm really excited for the mountain climb -- I think that's going to be a GREAT session or two.

My players certainly enjoyed it. Now we're waiting for a free weekend to run Vordekai's tomb :-)


Pathfinder Adventure Path Subscriber

Love it Dudemeister! I am appropriating your these with some minor changes.

One of which is the name of the Centaurs. Somehow the tribe with few males being called NOMEN really makes me grind my teeth.

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Heh, I really liked that aspect. To each their own. I'd love to hear how it goes, my players are about 2/3rds of the way through Vordekai's tomb now, and they really enjoyed the changes I made. I got a real kick out of running this.


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Some really great thoughts here. Thanks for sharing Dudemeister!


Great stuff Dudemeister. You going to be starting a Blood for Blood Thread soon?

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I sure am.

Adding a "siege of Drelev" as well as some "trouble at home" events, instigated by the witches of the hag goddess.


Does anybody know where I can find a spoiler free article for the Catastrophe! idea from CoT that Ellegua mentioned?

Grand Lodge

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First love your stuff, in the middle of RRR with the monster kingdom additions. Got the whole party worried about the trolls...as they should be. Made some tweaks to fit in with the events going on in my campaign but mostly used as is.

This looks as fun as that stuff so, great job. And if you ever do get to posting about the spirits of the land, I'd love to see it.


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Yes, last night my players clashed with the armies of Hargulka narrowly pulling out a win with negotiated help from Maegar's horsemen. The trolls sent small groups of goblins to block the roads and scrags up the river and attacked their capital from their piers, while another larger force waited to the west. The combined forces of the player kingdom's large army of sootscale kobolds and men and the horsemen barely defeated a 50 man army of trolls. Yes I made it tough, lol. Hargulka seeing the armies combined opted for a retreat so that he could fight them on his home ground, not outside of their capital, knowing that such a small kingdom would be bleeding from their treasury to host 2 armies. They followed him to his wilderness encampment and narrowly defeated him along with his green dragon.

Silver Crusade Dedicated Voter 2013, Star Voter 2014

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Love what I'm seeing.

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