Alghaster's page

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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.


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


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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.