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I'm pondering making these following changes to the fighter for my future games. Armor Mastery
Weapon Training revision
Combat Style
If you are playing in a Legacy of Fire game using the Mythic Adventures rules, stay out. Many spoilers are ahead. So last month I began running a Legacy of Fire campaign and I decided to run it as a Mythic Adventure. The setting and story seem pretty ripe for it. Really it is going to be a kitchen sink kind of game because I’m going to be using several of the systems from Ultimate Campaign too (like kingdom building, downtime, fame and contacts) I also am making a fair number of changes to the campaign to make it flow better and to flesh it out and make it more sandbox like. I will detail my changes in the following posts. as well as what my players did about some of them. I have relied a lot on the conversions found here on these boards and have come up with a number of my own which I will share. We have played through most of book one and everything is going great so far. The Players So here are some details about my player’s characters. Human Cavalier, Order of the Tome and Seeking Adventure trait. Gnoll Desert Druid and Missionary trait. Human Dawnflower Dervish Bard and Finding Haleen trait. Peri-Aasimar Wizard, Conjuration specialist and Reclaiming Your Roots trait. Tengu Ninja and Gnoll Killer trait. I changed the ninja’s weapon proficiencies to make them more arabic flavored. The players all started out with normal characters who then ascend when they find Tempest. The Background
Also in my story, Zayifid knew of Xulthos imprisonment in Kelmerane but left him there because he didn’t trust the div. So when Kardswann comes around to help Zayifid look for the Scroll (something that Zayifid wants no help with) he sends Kardswann into a trap, telling him to look under the church in Kelmerane for clues. This conveniently puts Kardswann out of Zayifid’s way. The Prelude
So the scenario in the Prelude is that Garavel is buying maps of the Pale Mountain region from the Pathfinder Society and Rayhan has brokered the deal. So after the players introduce themselves and learn about Garavel and Rayhan and the mission in Kelmerane a street urchin grabs the satchel with the maps and makes a run for it. Another kid stands near the entrance to the Inn to run interference. So a street chase ensues, or at least that was what I planned. While most of the players went for the bait and started chasing after the two kids, the wizard subdued them (and several passersby) with a sleep spell from the comfort of his chair. It was a rather funny moment. So the wizard charms the urchin and they interrogate him to discover that they were hired by another adventuring group, the Marrow Reavers (from the Rival Guide). Which brings me to my next change: The Rival Adventuring Group
So enter the Marrow Reavers. They have been hired by Father Jackel to find the Scroll and all they really know is that it’s somewhere in the Pale Mountain region (which is why they wanted the maps). Eventually Zayifid will learn of them and that will set the events in book 2 in motion. So now I have somewhat lessened my Unwitting Pawn dilemma, because if the PCs don’t find the Scroll the Marrow Reavers will and the PCs will be made well aware of this by the time Part 3 comes around. So the players find out that two of the Marrow Reavers are staying at a pesh den in Dogtown and they go to confront them only to find out that they left the city already. A Wilderness Encounter
Solku
So that brings us up to the beginning of the actual adventure and in my next post I'll tell you how I through out the moldspeaker and dealt with the pugwampus and ascended the characters. |