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I'm a bit late to the party, but for my campaign I wrote a short adventure in Kaer Maga. Let's face it - the beginning of History of Ashes is completely bereft of story line. You just sort of random encounter all the way from Harse to Thousand Bones. Kaer Maga is a great setting to have a side adventure or two. Personally I went the route of the Mantis trying to assassinate party members while they were there, which culminated in a Mantis attack that was in the flavor of Marvel Comic's The Hand organization - essentially a mini-game of them escaping Kaer Maga due to overwhelming waves of Mantis assassins.

I also incorporated some reading about the ecology of random encounter creatures into their journeys. My party was plagued by a pride of Chimera. Started with one random encounter with three chimera, but then their pride sought vengeance. The pride was led by a matriarch with a Vrock template that genuinely gave them a run for their money with her pride members. It was sort of like a miniboss fight. Fun stuff.


For an NPC for my currently CotCT campaign. If you're familiar with the Clone Wars series then you likely remember the treacherous yet somewhat honorable pirate Hondo. If you are not familiar with the series, what I'm looking to build is a pirate/smuggler/rogue type that is incredibly slippery,resourceful, and crafty. Doesn't care if he wins the fight so long as he walks away with the loot-type of character. Any build/class/kit recommendations are appreciated. Let me know if I can provide more information.


As a P.S., the moment they found Zellara's head was incredible! Funny enough the host happened to have this laying around nearby.

http://imgur.com/a/4xu6N

A conversation with the deck ensued and they totally nerded out on the idea. I'm thinking of changing that bit up. As it so happens, I have experience doing tarot from my occult years. I'm thinking about replacing the harrower deck with an actual tarot deck and giving them a quick, one-card reading at the beginning of each game to determine their buffs.


First off, I'd like to sincerely thank you all for the input and advice on my past post and working the timing of Korvosa falling into chaos. The first game went extremely well, ending just as they killed Gaedren. To extend time, I'm going to go with a subplot where two of the orphans from the Lambs are twins from the Harse family, which founded the town of Harse nearby. This weekend the PCs will meet with the queen, return the brooch and be asked to escort the twins home to their family. Along the road they're going to meet a squad form the Order of the Nail who caught the business end of a large Goblin ambush. They'll save a few of the Hellknights and continue their journey. After a day long celebration in Harse they'll journey back to find Korvosa les miserablefied. They won't be able to get past the Hellknights guarding the gates to the city until they recognize one of them from the group that they helped the previous day. Once inside the mayhem can begin!

Let me know what you think!

Best,

Al


Thanks for the advice, folks. MrVergee, the prelude you have written is nothing short of amazing! I'm going to take that advice and run with it, posting a couple of prelude expositions to the game Facebook group leading up to the first game. I cannot thank you enough!


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I'm running this adventure path for my first time and have recently begun to read the AP books in preparation for a game beginning next month. After reading through book one I am left with some questions about how quickly Korvosa descends into anarchy. With the pacing of the game, I see the Old Fishery taking probably about an hour or so max game world time. By the time the adventurers get out of the Fishery, the town is in anarchy as the king has died. In an hour. Seems a bit quick, but I feel as if I can sell that. However, the next immediate encounters cite issues with food shortages, traders taking their wares elsewhere, etc. My question for past GMs is how you sell that happening so quickly? I mean, an hour barely seems like enough time for word to get around a town of 20k people. Conceivably, from Fishery to All the World's Meats takes place is less than a day, potentially. Can anyone give me advice on their experiences with this? I know things can play out differently in game, so does this do so? If the timing is a real issue, what have you done to help smooth things out? Any advice on creating foreshadowing of the coming problems without derailing the PCs pursuit of Lamm? I'm thinking of having some church bells ringing as they walk in to the Fishery to smooth it out, but not sure if that will distract them.