![]()
Search Posts
![]()
![]() 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.
![]()
![]() Silhouette of the Phantasmagoria
![]()
![]() So it hit me that the Jade Regent PG Caravan rules would be a very nice fit for when the PCs are on the road to Lepidstadt, once they meet up with the Crooked Kin. Has anyone else noodled around with this? I figure to run it for the handful of days they take to get to Lepidstadt to see if they like the rules set, and if it's a smooth enough fit they can either persuade the Crooked Kin to continue with them or (more likely) start a new Caravan - either way my group has established a party with their own wagon and allied NPCs, so this may be an interesting way to mange their ever-growing entourage. ![]()
![]() One of my players is having to drop out of my regular group for reasons of school and sleep, but is still very invested in the game, so we discussed it, and I've agreed to set up a side-game for him involving him taking over one of the Kingdom's settlements as a vassal-state to the primary Kingdom. Now this isn't something covered well (if at all) within the Kingdom-building rules, despite said rules being built theoretically on the feudal model, so I thought i'd field thoughts from my piers here while tossing out how the experiment is going. As those who may have noted some of my prior posts, I had started out with two excessively large groups and using troupe-style play, but with the advent of school and life and such, one group combusted and the other has since shrunk to a reasonable (if classic) four player party. The large pool of npcs they've encountered has helped keep multiple courts stocked, and thus should help in filling out the new vassal court, but I'm wondering if all the posts really need be filled if the client state should be considered less than a barony, or just follow the rules as stated and see how it goes. ![]()
![]() 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? ![]()
![]() No plan survives impact with player characters, goes the old saying. So when one of my two parties returned from a particularly unproductive exploration (had a run in with 6 Trolls and had to run away), after several months of just struggling to keep their Barony afloat, and found themselves having to defend themselves from Gregori's accusations, they hit on a novel solution the Event: Rabble-rouser doesn't seem to plan for. They gave him the crown, saying "if you think you can do better, you're welcome to do so." Now, I'm already getting evil ideas on how to play this out: the new Baron sending them on various quests to get them killed, or at least out of the way for prolonged periods of time - I've been itching for an excuse to work in Carrion Hill for instance - while in turn he can start a war with the neighboring rival PC kingdom, but I thought I'd toss this out and see what other thoughts folks might have to this particular curve ball. For one thing, the PC Baron was a Paladin. Does this count as a breach of Alignment? Certainly it isn't an evil act, but it could be considered a serious breach of oaths taken as leader to protect the colonists and be a part of the feudal system (which is all about oaths of fealty and such), never mind the fact that he did this pretty much on impulse, without consulting the rest of his court. The one not particularly lawful or good PC in the party did attempt to start a fight with Gregori, and the Paladin planted himself between the two, vowing to defend his decision (and his new Baron). On the flip side, he & the party then promptly plotted to lead a revolution to overthrow him if he proves a bad ruler. So, have ideas, but could always use more. Thoughts? Ideas? ![]()
![]() Gozran 1, 4710, Oathday
She needn't worry. The Dragon's Eyes seem to be giving me all the business I need. Can it be only a week ago they came through the droll little town I'd hitched my wagon to? That Numarian barbarian of theirs, Zorask, quite took my breath away. Seemed time after that to hitch my wagon to their train and follow their trail to Olegs. And just in time for Spring. Flowers in bloom. Good times. Times for dance and excitement! These Drangon's Eyes, they're one of the two companies the Swordlords up in Reslov chartered to scout out the Greenbelt. Some like me, some don't, but Zorask likes me, and his buldging muscles seem to have persuaded the rest to let me tag along. I've made a little list of them. Making plans for future notches in my bedpost, perhaps, or perhaps not. We shall see...
There are a few others that I've heard will join us later (the tramp cousin of the King, Natasha Surtova, and Sonja's scounrel brother, Marcelle, for instance, both of whom were left behind in the same town they picked me up). And now, here at the Outpost, there's a whole other Expeditionary force to explore! I hope these "Green Hands" are handy! ![]()
![]() I've talked about this with others in other topic threads, and decided it really needs a thread of its' own. For various reasons I seem blessed (or cursed) with an abundance of players - which is fine with me, I love it, but not all of them do. To keep the occasional PvP to a minimum I typically split them into two or three smaller groups over different nights, with the occasional monster session being treated more as a mini-LARP/role-playing party. It can be a lot of work, but a lot of fun too. With Kingmaker I'm going back to play with strategies and techniques that played very well when I was running Birthright (where I had upwards of 15 players at its' height) and V:tM (with or without the LARPing). My current plan is to have the Greenbelt Expedition form with a far larger expeditionary force than the typically assumed 4-5 man group. Each player is entitled, if they choose, to have up to three characters at a time (a leader, an explorer and a servant or minion - this last is restricted to an NPC class, but allows for a player's eye view of the game Adventurers usually miss). Each session players may pull out one of these PCs (as appropriate to their circumstances), while the rest are presumably off doing whatever they typically do in downtime elsewhere. I'm planning to kick off the game with a party (possibly doing a pot-luck dinner or some such) with all the Lead (or Lord) characters gathering in Restov to look into this charter business and agree to work together to make the Expedition happen. Once they're all (at least in theory) on the same team, the following session(s) move the action to Oleg's Trading Outpost where they and their retinues move to establish a base of operations. From there smaller teams (of the more traditional adventuring variety) can wander off into the wilderness to explore. As we move into later phases of the game, different teams of players can establish separate settlements to lord over, while their more adventurous characters can keep exploring, and possibly become excuses for other characters to look for if/when they don't return in a timely manner. Every once in a while (as time and energy permit) I can host additional "party" sessions where the players from both groups come together under the umbrella of a tourney, feast or high holy day and brag, make policy or otherwise socialize. Thoughts? Is anyone else planning on playing along these lines and have strategies to share? ![]()
![]() 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? ![]()
![]() In all the debate in round one, one of the key arguments that I and others have had with the Oracle is his distinct lack of natural ability for divine guidance (above and beyond the Divination spell list they share with Clerics). The Witch has Vision as one of her Major Hexes, and to me this reads very close to what I was expecting for Oracles as a cornerstone ability. I don't begrudge the Witch, mind you - Witches in myth, fantasy and folklore have their own deep-rooted traditions for such powers - but this is one area they really should overlap (at the very least). Any way something like the "Vision" Hex can be developed for the Oracle? |