Cards of Fate in RotR?


Rise of the Runelords


Hi guys, last week we finished BO and in a few days we will start SM.

The party has discovered the Hero Points system and they said me if this new rule could be introduced in the campaign. Actually , this rule had already taken into account and I had talked about before starting RotR , but they said they could do without it , and only in these days they have rethought. It would not make sense to introduce it after 7 months of gameplay

However I don't want to disappoint them, so I decided to use the "Cards of Fate" from the Player's Guide of Carrion Crown. The idea of ​​using the random bonus according to the cards is much more congenial than having a reserve of points and spend them to get the effect you want. I spoke to the players and they showed curiosity.

Furthermore, taking a cue from the Player's Guide , I'd like to introduce special cards based on the objectives achieved in this campaign , but here I do not know how to get on (just as for CC). In the 1st adventure the PCs

Spoiler:
have drained the runewell under Sandpoint. I imagine that for the other cards:

*SM: destroy the Vorel's malevolent influence in Foxglove Manor
*HMM: give peace to Myriana
*FSG: save Sandpoint to the giant's attack
*SS: build the first runeforge weapon
*SXS: save the Vekker's brothers from the wendingo

I have no idea what cards used for the continuation of the adventure , and what benefits they could get the party for their use. Hints?

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