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Hello PF Nation! I'm running a PF2 campaign very loosely based on CotCT. Levels 1-5 was heavily inspired by DCC Lankhmar's Gang Lords of Lankhmar module with Gaedran Lamm as one of the many gang lords the PCs battled with as they rose in prominence in the city. Now they've established themselves in The Fishery, have built alliances in the government and underworld, and I'm ready to bring the city crashing down around them. Through their connections in the government they've gotten and audience with the Queen to return her brooch which they recovered when they defeated Lamm. A scene where they meet and return the queen is fine, but lacks much dramatic tension. So my idea was to have the King die while they are in the castle. In my game there are many rumors about the King's poor health, and the Queen has started her plan to infect the city and blame the King's death on the Shoanti/Varisians as part of her overall plan. So, what I'm picturing is that while they are meeting with the Queen the bells start to toll, house hold staff start running around screaming about the King dying, and the Queen's Guard (soon to be the Grey Maidens) whisk the Queen off to safety. This leaves the PCs in the throne room with chaos starting around them. So, what are suggestions for how I can add some action and drama? It doesnt entire make sense that people would start outright fighting them in the halls of the castle, and I dont see an outside force attack the castle directly. Unless the Queen had an attack on the castle as part of her plan to consolidate power away from the Guard and Sable Company? I could imagine simmering tensions between nobles boiling over and hot headed nobles starting duels in the halls. Help me out! What sort of action and drama can I add to make Escape from the Castle memorable? Thanks!
Hello Gamer Nation! I'm about to start running S&S and one thing I don't like is how passive Harrigan is in Book 1. He seems content to wander the seas randomly rolling for random encounters. I want Harrigan to be a model for how a successful, experience pirate captain goes about his job. I'm thinking that Harrigan should be paying informant and look outs for information about target locations, visiting mysterious strangers to gather rumors, and hunting monstrous beasts of the seas. Partly because it makes sense but also to show the players the kinds of things they can do when the saltbox opens up after they get their own ship. Has anyone added more piracy to the Wormwood journey before meeting the Man's Promise?
Hey Gamer Nation! As soon as I heard about Starfinder I started thinking about whether the APs would easily reskin to Star Wars. I haven't read SF or Incident cover to cover yet but thought I'd start a discussion thread. Here's my initial thoughts on a quick reskin: Absalom Station = The Wheel
Would be nice to include Hutts. Maybe a Hutt owns Astral Extractions?
Hello PF Nation! I'm about to start running Runelords Anniversary but since my group only meets about once a month I'm considering shortening it to keep the pace up and move them towards Xin Shalast faster. Hoping folks who have run or played can weigh on on any unintended consequences of these edits. One note: my players are starting as members of the Black Arrows who have been sent to Sandpoint to trade and fly the flag. Burnt Offerings: remove the Glassworks entirely so it goes from the Festival to the goblin raid to tracking down the goblins on Thistletop. Skinshaw: skip entirely. As members of the Black Arrows they need to get back with the trade goods they've acquired. Hook Mountain: plan to run as is. Stone Giants: plan to run as is. Saviors: either remove completely or reduce significantly to one session based on other forum threads. Xin-Shalest: havent gotten there. So overall the plot is: festival, goblins attack, follow them to thistletop. Head back to the Fort and free it, go after the stone giants, follow leads to Xin Shalast. Will this work or are there plot points from the missing pieces that wont make sense? Thanks!
Hello Gamer Nation! I had a crazy idea to set the entire Iron Gods AP on a ruined colony ship or asteroid habitat, inspired by Metamorphosis Alpha (old school rpg originally from 1976). The ship/habitat would need to have large open areas to support the villages and cities in the campaign. The various dungeons would generally be either built down into the rock or be buildings/locations that are part of the ship. For those of you familiar with the campaign, do you think this would work? What pitfalls or story connections might be difficult or need to be rethought to make this work? Thanks! -DM L
WRATH OF THE RIGHTEOUS The death of Aroden changed everything. The skies boiled, his priests despaired, and brother turned against brother in bloody war. To the north, the Worldwound opened. The armies of the Demon Lord Deskari came tumbling through, trailing destruction in their wake. Even after four Crusades they remain a very real threat contained only by the Wardstones, a series of artifacts sealing off the border of the Worldwound from the rest of Golarion. ************************************************************** The excitement in the air is palpable: Aramasse! You and Master Cilnias are part of a long line of people waiting to enter Kenabres at first light. The faces in the crowd represent people from around the Inner Sea: a small wagon-train of tanned and dark haired Varisians, hawk nosed knights from Taldor astride massive warhorses and wearing fine chain armor, and at one point you catch sight of the dark skin of a man from the deep southern lands. As the light of dawn fills the air you can see the great outer wall of the city has been whitewashed for the coming festival week. The tension and excitement of the crowd reach a boiling point the bells in the cathedral at the heart of the city ring out to announce the dawn of a new day. You dismount and speak softly to your horses to calm them before joining many in the crowd in morning prayers to Iomedae. Moments after you finish the rest city gates swing open. As you begin to file into the city you watch officers of the city watch do their best to keep the line orderly. Glancing up you see they are backed up by a cadre of troops atop the gate and adjoining wall. Dawn glints off helmets, mail, crossbows and massive ballistae. No doubt the Watch has a very long week ahead of them. The southern city gate opens out into a residential district and you follow the majority of the crowd along a cobbled street leading north towards the city center. You pass a variety of stone and wooden buildings, many of which look cramped and a bit rundown despite the holiday decorations. Temples to Abadar and Torag border the main thoroughfare leading from the gate to Southgate Market. Armorers, weaponsmiths, animal trainers, sellers of enchantments, pennant designers, and scribes congregate at Southgate Market. A number of smithies dot Southgate, and the tang of iron and a haze of forge-smoke hang perpetually in the air. Cilnias points out the shop of Caelda Halse who holds the reputation as the best swordsmith in the city. Rumor tells that she drips an angelic tear into the molten metal of each blade, imbuing it with special powers against demonic foes, making her blades very popular among the Crusaders. He gives a smirk and shrug when you ask if its really angel tears. The road climbs up and north to another gated wall. As you pass through you note that this inner wall is much thinner but the ramparts are guarded by a similar troop of soldiers. The neighborhood on the north side of this gate is clearly more prosperous: the buildings are designed in a much more modern style with flat roofs and more space between them. Despite the early hour many merchants have begun to set up temporary storefront or carts to sell all manner of decorations and food for the festival. You see a variety of meats of a stick, fresh baked bread and pasties, and confections. Some carts sell decorations including hand held wind kites in the shape of knights, the Sword and Sunburts sylbol of Iomedae and more than a few silver dragons. Many sell beautiful white and yellow flowers, popular gifts for women and children during Aramasse. The crowd you entered the city with has thinned considerably as people move off down side streets to the markets, squares, temples and inns that are their likely destinations. Many of the wagons and merchants head West towards the river and the warehouse district. You continue north and come to a city square dominated by a great stone fountain and ringed by a variety of taverns, inns and merchant houses. Below the signs of all of the inns hang signs indicating no vacancy. Cilinas reminds you that you have significant and serious duties during the coming week, but smiling he points to the north and tells you that if you’d like you can enter the Novice lists in the Tourney field that has been built north of the city. You continue north and begin the ascent up the great switchback ramp of Heroes Walk, which gives you an excellent view down over the Eastern part of the city. Directly below you Cirilian points out the dome of the Heroes Hall, where the names of all Crusaders from Kenabres who fall in battle are carved in stone. The ramp ends at another set of defended gates which lead into Old Kenabres, the heart of the city and the location of many of the city's oldest and most important buildings. The great domed spires of the Cathedral of St Clydewell dominate the skyline of Old Kenabres, and you can see attendants hard at work finalizing the last details for the mod-day opening ceremonies that will take place in the great open courtyard in front of the Cathedral. To the east you catch sight of the grand Temple of Iomedae and Cilnias knees his mount and speeds ahead towards the Silver Scales chapter house nestled against the wall to the north. His excitement is contagious and you quickly follow. Rounding the bend towards the Temple and Chapterhouse you see The Kite. Built to house the Wardstone of Kenabres, The Kite is an imposing diamond shaped block of marble and granite that bears the scars of precious demonic attacks. You say a prayer of thanks to Iomedae and you move past towards the Temple. In the hour or so it took you to cross the city the morning services at the Temple have ended, but there is still a sizeable crowd in the open area in front and you can see a number of people have stayed in the church itself for additional prayers or to speak with fellow church goers. Cilnias waves at a few people in passing, though most of the people he greets are unknown to you. Moving past the Temple you approach the Chapter House which is a moderate sized stone manor hours surrounded by a small glade. One of the oldest buildings in Kenabres it was purcashed many years ago by Terendelev and remodeled into a beautiful and tasteful residence for her and any member of the Order when they are in Kenabres. As you pass the fence a young boy runs forward to take the reins of your mount and lead it to the stables. You dismount and head towards the chapter house but Cilnias has other plans. “We should go say our respects to Master Theodric.” He says, nodding his chin in the direction of the graveyard bordering the grounds of the Chapter house. You can see the excitement at returning to Kenabres drain from your master’s face as he considered the death of his own master. Silently you cross the grounds and open the gate leading into the cemetery. Despite the proximity to the Temple and Cathedral the grounds are empty and serenely quiet. Dappled light comes down through the great pine trees that dot the grounds, and you can see many headstones and crypts that dot the gently hilled terrain. The tomb used by the Silver Scales is much like the manor house – built of beautiful stone but not overly decorated or ostentatious. Cilinias frowns as you approach and you follow his gaze to the tomb door which lies slightly ajar. As you approach you can see that the gravel walkway leading to the tomb is churned and overturned. Your master instinctively goes into a defensive posture and scans the area.
While reading WotR I kept telling a friend of mine how awesome it is: over and over again. My friend loves the idea of Mythic, unfortunately we don't have a regular group that wants to play so we've said What The Heck and I'm going to run it solo for him. He's going to play a Cambion cleric of Iomedae. Cambin = tiefling with demon heritage instead of devil. One of his ancestors redeemed and married a Cambion during the early Crusades. Not all children of the family exhibit demon taint, but this guy did. We're going to use Tiefling rules and substitute Abyssal for Infernal. One thing I'm not psyched about is the tromping about underground punching bugs in the face start so I'm thinking about doing a prelude adventure set at the tournament before the fall. Questions for the good folks of this forum: 1) is there an existing adventure set at a tournament you would recommend? 2) Am I over emphasizing the lameness of the first part of the adventure xand there's an easier patch? 3) I'll do my best to introduce the NPCs that are part of Worldwound Incursion. Are any of them more or less important to the later adventures? 4) How would you suggest I add more dragons? Note to Paizo: your dungeons need more dragons. 5) One issue many APs have is the lack of foreshadowing in early modules. Any advice for things I can do to strengthen the connective tissue between modules? 6) You saw the bit where I'm running this for one PC? There will be lots of henchmen, hirelings and support characters, plus Mythic, but am I setting myself up for grief? I get the sense that the AP as written can be a cake-walk so I'm hoping one PC makes it the right amount of tough. Thanks! -Lauguz
Hi, I'm about the start a KM campaign and I'm hoping to get some advice and input from the Pathfinder crowd on ways I can spice up the campaign to add a few elements that my players are asking for and which may not be in the KM modules as written. I'm mostly familiar with Stolen Lands, with vague ideas about what happens in the later chapters. I'm happy to steal from any and all available source material. <grin> The elements: 1) Dragons: my players love dragons and want them to be a major element of the campaign. One of the characters' backgrounds is that he's a cavalier from a minor noble house that were dragon riders before Choral the Conquerer came, killed his family's dragon mounts and outlawed metallic dragons from Brevoy. It looks like KM as written has a couple of dragons or dragon-like creatures - any thoughts on ways to add a true dragon or two that fits organically with the greater story? I'm a fan of scholar green dragons (menacing, but can be dealt with diplomatically) and was thinking I could add one who knows a lot of the local history, and who is eager to have agents who can explore areas it can't get to. 2) Connected Ruins: One of my players is a wizard and wants to have ancient, arcane secrets to discover in the sandbox. I know there are a few ruins to explore, and maybe I've been reading too much Serpent's Skull, but I'd love to add a plot thread and/or mystery element involving several ruins. I know KM 3 has the cyclops lich, but I haven't been able to find much information on the ancient cyclops culture. Alternatively I was thinking that I could maybe port some elements from Rise of the Runelords into KM? Thanks for the help! |