Divergent wrote: I don't buy that for a minute. Balance can be retained while still maintaining different feels in playstyle and flavor. Absolute balance = sterile homogenized gameplay The important thing is not that every class be equally effective in all aspects of gameplay, but that each class be viable in filling a role. If one class was good at everything, and every class was equal, the game would grow tedious and tiresome very quickly. Furthermore, anyone who thinks melee is useless past level 7 clearly has never seen what a high level fighter is capable of. . .
Purely hypothetical but a fun exercise in theorycraft nonetheless, what would you consider the ideal Carrion Crown party? I'll give it a whirl: 1. Fighter- sword and board TWF tank to hold the line
Okay, I'm still working on fleshing these out but here's the basis for a few side plots I'm developing to flesh out Ravengro a little, as well as resolve issues with the trust point deficit. Spoiler:
A local Ravengro citizen is the descendant of someone who was convicted of a series of murders he didn't commit. This ancestor was sent to Harrowstone for his alleged crimes and perished in the Harrowstone fire of 4661. With the actions of the Whispering Way bolstering the spirits and haunts within Harrowstone, this ancestor has taken to haunting and even possessing his descendant. The descendant is possessed and forced to commit acts of murder against the township and its leaders in an act of vengeance for the ancestor who yet seethes over his own injustice. Another idea is that the alchemist in town is more than she appears to be. She is actually a witch in service to the Whispering Way. She has concocted a special toxin which can turn transform those who imbibe it into Lebendtods. Lebendtods are a unique form of intelligent undead(first appeared in Ravenloft Ship of Horrors module from the Grand Conjunction storyline) far more subtle and harder to detect yet easily tailored to a low level party. Furthermore, they have some especially creepy abilities that can be used to great affect to instill fear, shock, or just plain old creepiness. Another note here, is since the AP makes it clear that the Sheriff is smitten with the alchemist, he could either be manipulated as an unwilling pawn to spread the plague, one of the first she infects or both. Rather than hitting them with this from the start, these events might start to take affect while the pc's are in Harrowstone, and when they return they begin to suspect all is not right in Ravengro despite their success and you can let the story evolve from there however best suits your campaign style. For ideas on how to play this out, I recommend John W. Campbell’s novella “Who Goes There?”, "Invasion of the Body Snatchers", and "The Thing" as suitable inspirations for how to play out this type of horror. Here's some information on the Lebendtod excerpted from the Ravenloft Ship of Horrors Module: “The lebendtod are a greatly feared form of undead, once believed to exist only in rare and isolated instances. Reports of them have increased suddenly, however, and many experts now fear that the lebendtod are more common and wide-spread than previously
Lebendtod exist as they did in life. They maintain family units, occupations and skilled trades. They continue their lifestyles as they did before, except that they are at the beck and call of the necromancer who created them (or their “ancestor”). If the necromancer is killed and becomes a form of undead, they continue to serve him. Entire villages of lebendtod have been reported, since the lebendtod can continue to exist for years and decades. Lebendtod have the ability to hide their undead nature. Twice per day, they can will themselves to resemble their former selves before their death. This change lasts until the lebendtod chooses to cancel it or until the lebendtod is struck
The first lebendtod were created by a powerful necromancer. Thrilled with his new servants, he gave his creations the ability to turn their victims into lebendtod in order to propagate the “species”. Any lebendtod can create another lebendtod by killing a victim and breathing into its mouth as the victim breathes its last breath. The victim must then by isolated and left undisturbed for 72 hours. If these conditions are met, the victim awakens as a lebendtod. If the body is disturbed before 72 hours have elapsed, the victim awakens as a ghast. If the victim breathes its last breath before the lebendtod can breathe
Combat: Lebendtod can attack with claw/claw/bite or with a weapon they wielded in life. Damage is normal for the type of weapon used. Lebendtod also have the ability to detach and reattach their limbs and head at will. They sometimes do this to frighten their enemies, sometimes to use the severed part as a weapon, and sometimes to remove a severely damaged limb. Rumors exist of evil wizards disassembling lebendtod, packing them in crates and shipping them into a city or castle, where the lebendtod reassemble themselves and attack the inhabitants. Lebendtod are immune to sleep, hold, and charm spells. Cold-based attacks slow lebendtod for 2d4 rounds. Lebendtod suffer half damage from normal weapons and full damage from magical weapons. Habitat/Society: Lebendtod maintain the lifestyles they followed in life. They age extremely slowly, appearing to age only one year per decade. A lebendtod gains 1 Hit Die per 10 years of actual age. Thus, a person who dies at age 30 then lives 50 years as a
Ecology: Lebendtod can be created by magic-users or by the lebendtod themselves.They do not reproduce in the manner of living demihumans.” Lastly, with regards to gaining trust point, I think it’s appropiate to formulate one side plot for each character, tailored to their own strengths and weaknesses, each of which will earn the party 1-3 trust points based on how they perform. (Converesely if they totally make a mess of it, they could feasibly lose 1-3 trust points). Here are some examples of simple side plots tailored to each class, I did one for the 4 main archetypes below as most of these can be adjusted or tweaked to fit hybrids. In addition to allowing the party to accrue more trust points on their own merits, these also allow you to segue into other side plots to flesh out the town using these tasks for the hook. Fighter: Strength is combat and tactics, and most likely weak in everything else. Perhaps the moneylenders need a guard for a courier, or perhaps they would like him to give their guardsmen some combat training, or maybe just a guard has fallen ill or had too much ale at the laughing demon the night before and they need someone to cover a watch. Cleric: Probably best for a priestly type to be given a task by the local church. Perhaps there is an outbreak of illness and they need help tending to the sick, or perhaps they have uncovered some ancient religious text or prophecy in the vaults or archives which need help translating. Or maybe a villager has become possessed and they seek his or her help to perform an exorcism. Lots of opportunities for spinoff plots here. Rogue: Rogues excel as scouts, and as such I would probably have the sheriff come to them to assist with an investigation of some sort. This could be used to segue into the murder mystery sideplot I outlined earlier quite easily. Wizard: Probably best for Kendra Lorrimor to come to the wizard for aid or perhaps the hedge wizard at the unfurling scroll, perhaps Kendra has located a hidden cache of dark prophecies (one idea would be an ancient prophecy tying the haunting of harrowstone to the Whispering Tyrant breaking free from imprisonment), she is afraid to investigate alone and seeks his or her aid. Other possibilities include the hedge wizard at the unfurling scroll seeking aid identifying an item (alternatively this would be a great opportunity to introduce the flesh golem manaul he has obtained and figured out is stolen and belongs to an npc the party will meet in the next adventure). Also perhaps he is sensing something is not quite right in the town with regards to the impending alchemical plague and seeks help in figuring it out and putting a stop to it. Additionally, I've included one more potential side plot. One of the councilmembers was a royal accuser who the module notes thought a defendant was innocent but was played for a fool and thus lost her position. What if there is more to this than meets the eye? What if she was in fact blackmailed and seeks the help of the pc's to clear her name and restore her position. Alternatively, what if she was bribed and harbors either guilt over allowing a murderer to go free for profit or paranoia that the truth will be found out. Perhaps most insidiously, what if it was a conspiracy, and she is an agent of a larger nefarious plot? Tons of opportunities to flesh out this character in a multitude of ways, or if you really want a layered gothic storyline, some combination of several or all of the above. I hope this sparks some ideas. Feel free to add in any commentary as I'm basically just brainstorming in preparation to run this. |