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![]() I just had a PC come on as a secret child of the late Victocoras. Training in secret as a monk of Irori and up until now thought to be the next warden of the sacred Archives, he and his distant master heard about the slaughter and he left his training early to fight the good fight. ![]()
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![]() Note that many Milanites I Kintargo never get to meet one another, so it's safe to say that an organized body doesn't need to be a pool of mutual friends. I have a vigilante in my current game and I will say that the secret identify being kept against the other allies feels forced after a while. Everyone at the table knows and as both personas become more important to the faction it gets obvious that the person is living a double life. You're better off giving the vigilantes better reasons to be disguised. For example, you could have an Aulorian Nobleman actually a strong critic of Thrune (Book two would be fun this way, trust me) ![]()
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![]() Unrelated to previous parts of this thread, but is it just me or does the encounter "Public Excruciations (CR 9)" have a remarkably high XP payout? Two hounds, four armigers, and four Dottari guards yelds 2(400)+4(800)+4(800) = 6800 XP before the bonus XP for rescuing anyone else. Do fleeing guards not yield XP? Meaning if half of the enemies run away before they participate significantly in combat, do I opt from granting XP as if they were slain? ![]()
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![]() Lanathar wrote:
Remember that house Jarvis made a significant effort to raise the city against floods. It's beyond reasonable to imagine a messy undercity below Kintargo. The Fair Fortune Livery basement has a pit with what used to be a fountain, and the Wasp Nest even has an extension built from a forgotten basement and a sewer connection. I was even considering creating an undercity of sorts long enough to connect the two. ![]()
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![]() Lanathar wrote: Under Luculla’s section the book suggests that “incriminating evidence” is available in area C9. I have read and re-read and can’t see anything that incriminates her . Am I being dense? It seems unintentionally vague in the wording, but I think the writers anticipate heavily diverging outcomes for the encounter, so the 'incriminating evidence' could be one of many unpredictable things. Because a lot of her story is improved via the players interacting with her in RP I think the evidence can be whatever. Just note that the AP really wants the players to discover her secret: 'This adventure assumes the PCs either don’t fall for Luculla’s trickery or quickly find evidence of the truth.Interrogating a charmed faceless stalker, a rescued prisoner, or taking the time to explore area C9 before returning a “rescued” Luculla are all likely ways for the truth to come out. In such a case, the changeling hisses in frustration and rage and attacks the PCs as detailed in her statistics below.' (Pg. 45) ![]()
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![]() Trichotome wrote:
DEFINITELY going to use this. One player is an exiled member of house Sarini, and the timing might just be perfect. I love the idea of Barzillai being asexual for the purposes of contrasting him from the rest of the high and noble people in Kintargo, and there will be plenty of Sarini drama in my campaign. ![]()
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![]() Warped Savant wrote:
All amazing points. I certainly won't force it, but it seems that this player is really great at playing into his (Urban Sleuth) character. Any and every time I throw in something mysterious or confusing, he bites. I think her circumstances would make his character drawn to her naturally. I WILL take your advice and introduce her sooner rather than later (party is still exploring the Fantasmagorium right now) so get extra time in with her character. This party seems to be willing to leave antithetical factions on the back-burner, an example being that they didn't kill Scarplume right away and decided to form an uneasy truce until the Ravens had the manpower to prepare for it. I certainly won't plan on an inevitable betrayal, but I'll do what I did with Blosodriette and the Sarini player and set up a possible (and likely) betrayal and let the actions of the player determine whether the NPC becomes attached enough to decide against it.Thanks for the replies! ![]()
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![]() Latrecis wrote:
Good points there for sure and players are nothing if not an engine for absolutely surprisingly the GM. Perhaps instead it'll be a good way to introduce a little bit of irony later on. Maybe have them spend time trying to find the dragon to no avail and let one of their allies give a speech 'not letting ourselves give in to rumors too much' and/or 'thinking objectively about urban legends and asking ourselves what's important in trying times' and then let that same NPC say something funny in Book 4, like 'yeah, well, nevermind that's certainly a dragon. Sorry.' ![]()
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![]() I figured this would be a good fit in this thread.
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![]() Funnily enough, two of my players wanted to have a backstory that involved a falling out with a gang in Kintargo, so now we have a player from the Red Jills and a player from the River Talons on board and looking to shake things up. I plan on plenty of future shenanigans with those relatively small factions ![]()
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![]() Regarding whether you want that rumor to go away, I'll lead you to this video:
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![]() We're finising Book 1 now, but I do intend to have my players spark romantic connections with NPCs: Zea is developing deep feelings for the Tiefling in the party, but is far from admitting it. I'll either have her wait a painfully long time before she tells her, or I'll let her find out after Zea gets killed (but that's an *if* situation and not a *when*).
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