Hands of the Harridans
A young maid seduced by a local noble complains to the old woman in the cottage at the edge of the wood. The Noble's heirs are poisoned, and he cursed with impotence. A cuckolded husband complains to a traveler at the inn that he can't take a stand against his wife's magistrate lover. The adulteress and her lover are burned alive during a tryst the following week. The Harridans hear the cries for vengeance, and their Hands respond.
Being a seasoned gm of heavy rp games may warp my view a little, but I frankly found the two pages quite reasonable for what they're up to so far in the AP. More would to my mind be too much - harkening back to the OPs question as to wither they overshadowed pcs, really. I'm used to having plenty of flex room for allied npcs if they're going to last for more than a scene or two, so making it up to a certain extent suits me just fine.
Kevin Andrew Murphy wrote:
I think opening a book only to find a soggy waffle covered with fish oil would be classed as the holiest of goblin miracles.
Goblins pray, and Goblins shout,Goblins whine, and Goblins pout!
Should holy book come from up on high,
We pray for blockish print to buy!
Turn foulest writ to mushy goo!
Eat the letters! Munch the words!
Goblins dance with flaming fish!
One of the more intriguing areas in KM2 to me is the island in the Candlemere, but I (and I seem to recall I'm not the only one) found the idea of "camping" Will-o-wisps to clear it depressingly tedious, and felt sprucing it up a bit and turning it into an actual side-adventure would make it far more interesting for my group.
Given the lovecraftian flavor of the place, I'd thought to use Carrion Hill, but that adventure requires the place already be settled. The more recent From Shore to Sea, however, seems to have a number of elements that fit very well with how things are arranged in the southern Greenbelt. Using the Island of Nal-Kashel for Candlemere works well, and using the map for that I established several other ruined buildings the party can rebuild once they claim the island (Library, Academy, Graveyard & perhaps a few Monuments), while the village of Blackcove has been renamed Eelsport (not settled on that name though) and placed at the abandoned ferry site (with the potential settlement rewards for acquisition of ruined Waterfront, Ports, Shrine, Watchtower, ruined Alchemist shop, and several Tenements).
While much of the scenario should adapt just fine, I'm still not quite sure how to handle certain core elements. The Azlanti/Scum seem out of place on the one hand, but given the River Kingdoms city of Outsea, anything is arguably possible. The other option might be to switch out the Azlant with more common Riverfolk, and the Scum with Lizardmen, but it seems the adventure looses much of it's "Insmouth" flavor (though arguably the island seems to have enough magical juice for explaining transforming Humans into Lizardfolk).
Anyone else have thoughts on this?
While I'm not all that thrown by the reward for the Moonradish quest, it occures to me that in a Frontiersman economy, they likely will have some good barter items they might otherwise never expect to sell or trade to the usual hunter crowd. Some alternatives to a cash reward that I think would be reasonable in these circumstances include:
You get the idea. Just come up with one or more items of equal value that Svetlana and Oleg aren't likely to use or be able to ever sell/barter to the usual Hunter/Trapper crowd that come through, and you've got a more understandable reward for what a borderlands housewife could offer.
On the point of why she's willing to put up something valuable (money or barter-wise), it is stated the Moonradish soup is to help Oleg with stress. I'm thinking he may be having trouble in the bedroom, and as they have no children, Svetlana is hoping an old folk-remedy will help fix things. People will put forward a lot of money and risk dangerous medical procedures to increase fertility.
Of course, a sequel spin to this quest might be that Svetlana could be the Stolen Lands' first octomom...
I waved around a copy of the Kingmaker Players guide to my group this last Sunday, and before I knew it had a group all rolled up for Kingmaker (we're still working on SD mind you, but they're itching for Kingmaker once we're done with that, or possibly as an alternate).
My party as it stands:
I left open the option of Troupe-style play, so we even have some alternate/back-up characters in:
*adapted from Hyboria's Fallen, Mongoose Publishing.
I am a little worried at the choice of political over woodsy types going in, but several of them plan on multiclassing into more adventurous and survival oriented classes once they get out into the Greenbelt. Presuming they survive the game should get very interesting down the road, given the background choices they decided to run with.
I know I'm not the only one giddy with starting this AP up. What are the rest of you running with?