![]()
![]()
When they become ghosts, can they just pass through the walls and leave? On a side note, this makes me think of the CUBE movies, and that could be an interesting idea. Players are in a cube room, with six exits (one on each wall/ceiling/floor). Any room they move to is identical, except it has a single card from the deck you mention (each room has a different card, and they trigger for random reasons, like: second player to enter, first player trying to leave, looking at the card, touching the card, being in the room for 5 minutes without touching the card, coughing, or any different trigger for each room). Their goal is to escape (which is done by meeting a pre-set condition, like exploring X number of rooms, or X number of characters dying, or traveling each direction once, or something else) ![]()
DarkMidget wrote:
Again, it has only been minutes/hours since this happened, and you want to roll up new characters already? You say this will only last two weeks. Is the plan for the campaign/adventure to be completed within that time frame? Or is most of the action going to happen within that time frame? Have you already played more than two weeks of in-game time? Are you saying that the party is ok with exploring a tomb, being separated from fellow party members, and then going two whole weeks without worrying about other party members disappearing? That's a crappy party. (side note: you have stated the vampire was fleeing, and that's why she used dominate. it was not intended to make servants, but as a delaying tactic to escape. I do no image the vampire will come back for you or give new commands, or even bother with the once a day concentration for the next two weeks until dominate wears off. So you know dominate will wear off, and if/when the party finds you, they can help end it earlier) ![]()
csouth154 wrote:
If an Ally card discarded by damage is buried (something anything can do), then why do people think there is a special case for Seoni's discarding to trigger a power? ![]()
A bulky artifact that belongs to the drow/duegar is in a vault in Magimar. They would use stealth, but the item is too big to sneak out. It is also only important to them, but the council of Magimar (or maybe just a rich lord who hasn't told anyone he has it) doesn't want them to have it. Maybe it is an Altar of Fleshsculpting or Lolth's Infernal Loom. ![]()
Hawkmoon269 wrote:
If you play an earlier scenario, do you remove more advanced cards back to the ones originally allowed during that scenario? Ie, remove 1,2,3 when playing Poison Pill? I would think if you were soloing, it would be harder if you didn't, but if you played with the party it would be easier if you did. How do you handle cards like Mercenary when replaying earlier scenarios? What value do you add to them, the current adventure path value, or the highest reached adventure path value? ![]()
Mulet wrote:
I'm just surprised the king has time to ignore everything else happening in the kingdom and address the issue with the players for mucking up a minor 'side project' on a moment's notice. Doesn't he have advisers for that? From reading other people's accounts, the Mayor of Magimar is too busy to deal with the players in later adventures, and this is when he has personally requested their aid. ![]()
Why are the hobgoblins sieging Cein? Are they trying to destroy it? Are they trying to harvest resources, so that they will leave most of it around, just destroy the military? Are they looking for something specific? Are they doing it for revenge? Is Cein built on lands they claim to own? If you know why they are attacking, it will help determine how they attack or when. Maybe there is a dragon demanding tribute of humans, and is too lazy to get them himself. The hobgoblins need to gather up slaves as food, and would focus on quick raids to less fortified positions (small villages, or travelers), while leaving the main city alone to repopulate (for future raids). This also sets up a future villain for after the hobgoblins are defeated, as the dragon will want to know where it's food supplier went. Maybe the hobgoblins want to raise the city to the ground as they hate neighbors. The goblin attacks are more for information gathering as the hobgoblins are overly cautious. Maybe the Dwarves and Elves have found ways to hide in the mountains/forest, since they know of the hobgoblin's xenophobic ways. This would also make them less trustworthy of strangers, lest they lead the hobgoblins to their doorstep (but they would be great info for about the hobgoblins). Maybe Ogres have forced the hobgoblins from their land, and this is a refugee army. They want to take this city for their own as it is the easiest one in the area to take. Maybe there is a way to peacefully deal with them, and help them against the ogres. ![]()
Simple rule, for every element you add, ask questions, then answer the questions, and ask more questions. At some point stop on a question, and move on to a different element, leave some questions open. This will flush out your kingdom. You start with a kingdom, besieged by Goblins and Hobgoblins. Ok, how are the goblins and hobgoblins organized? Are they small independent tribes, or a large uniformed army? Where are they attacking from generally (the hills in the east .. oh, look, now we have hills .. in the east, or from caves deep underground). How are they attacking? Is it small bands, wolf riders, with ogres as leaders? Do they only attack in spring? If so, what are they doing the rest of the year? Maybe they migrate like mongols? Or they attack in the spring since they never plan out their winter food supplies properly and are starving ... Next you mention a tavern, with a food list. Nice. This will give an idea of what wildlife and plants are in the area, and what is not in the area. Is lobster on the list? Then an ocean source with plentiful bounty is nearby and easily accessible. What about other seafood? Or do you limit to boar and deer? Are there other animals in the area that are not on the menu, and if so, what and why? Maybe deer are off since only royals by law can eat them. Why is that? How does the tavern get the food on it's list? Are there a lot of local hunters? Is there a brewer nearby for drinks, or does the tavern make their own? Why is there only one tavern? Is it in the city, or is it a waypoint between the city and somewhere else? You have a magic shop. Where does he get his supplies? Does he make the potions himself, or trade for them, and if so, with who? You mention he trades with another kingdom, how is that trade handled? Does he close up shop and personally travel to that other kingdom, or does some middle man handle the trades? Answering these questions can add flavor and adventure hooks if something happens to the trade process. You have a church of no specific denomination that I find really interesting. To establish a church you usually need a sponsor (it could be the priest trying to self-establish, or get financing from a local lord). What is the priest's denomination? What is his sponsor's denomination? Why the stipulation of no denomination for this church instead of supporting the sponsor's deity or the priest's deity? Does the church help supply the magic shop with potions? Maybe the magic shop was established by an ex-adventurer who is just trying to offload the trinkets he's collected throughout the years and doesn't need anymore. He helped establish the church as a source of easy low level potions, and since he isn't divinely interested he demanded the no specific denomination clause. Maybe the priest has some resentment that this wizard has lordship over him, or maybe the priest was also an ex-adventure who traveled with the wizard, and is doing this out of friendship? What other ex-adventures are in the area, and what businesses are they running? Why are they no longer adventuring? You also mention dwarves and elves in the area, having more advanced item creation than the current kingdom. Same question as the goblins, how are they organized? How are they related to the other groups? Why aren't the goblins attacking them? How big are their kingdoms? Why are they more advanced? Assuming the tavern keeper / priest/ magic shop owners are not dwarf/elf ... because if they are, why are they at this kingdom and not with those groups? Even if they are human, if there are better established kingdoms of dwarves or elves in the area, why aren't they there? Is there racial prejudice? How will this factor in with the kingdom trying to grow? Again, add an element, then ask questions about that element, then answer those questions, adding more elements, and keep working back and forth. Ask how elements relate to one another even if they seem like they shouldn't. And switch up which element you focus on so every so often as not to get burned out on just one. ![]()
Scaevola77 wrote:
Good point, any action by the government against the PCs would lead to the villagers revolting against the government. To reiterate: Goblins attack, PC's kill some goblins, leaders have a secret alliance with those goblins. Alignment is a game mechanism. The population in general cannot detect good or evil except from observing behavior. Since they only know of evil goblins, they would believe these goblins were evil, and the government was in a secret alliance with evil. If the government punishes the players for doing what they were hired for and was needed, you would have a revolt against the government. The players never failed Burnt Offerings because they weren't even playing Burnt Offerings. ![]()
Obeliske wrote:
In another thread the OP is looking for a way to punish a player for not following 'the script' (ie, not hanging out with the group). That player is the bard. I believe this scenario not only handles the troublesome paladin, but also is meant as a lesson for the bard player. If that doesn't spell trap, dunno what does. ![]()
I can see why people are doing Sense Motive checks on the OP. In previous posts he asks for advice on how to handle a Paladin, and how to handle a character that goes off script. It seems in one scenario you figured out how to do both. Create a situation where the Paladin will fall without realizing it is a trap, and have the one play who could disarm the trap need to be there, knowing he probably wouldn't (that'll teach him to leave the group). And yes, I use the word trap. When I first read this post I was against the idea of it being a trap, but the more I read the OPs responses, and the more I look at previous posts, it is obvious it was. So the question is, is the purpose of this post to really find a solution to the issue, or is it to justify the actions of the GM? In a previous post in which the OP asks for GM advice, there is this nugget of wisdom: Pandamonium1987 wrote:
This this this, a thousand times this. You are not the adversary of the players. Sure, they think you are their adversary, but you know you are not. You are another player, helping to advance the story. When you start targeting players for punishment, then you are not advancing the story. ![]()
wraithstrike wrote:
Erm, killing a fleeing target is usually an evil act. Subduing a fleeing target is not. ![]()
I see other people have suggested it, but it is the first thing I thought of when I read the original post, so I'm going with Dragon Plague (and no, not a plague of dragons, but a plague affecting dragons). Imagine the black death, lethal only to dragons, but moreso in not only does it kill them, but it brings them back as undead ... mmm, zombie dragons. It is highly contagious to dragons, and they don't have a cure. Maybe instead of zombies, they are intelligent undead (vampire dragons?), but the intelligence is not the same that inhabited the living body. Why do the players care if zombie dragons are roaming around? Or if all dragons become zombie dragons? Well, the zombie dragons eat anything, and attack settlements ... or maybe a dragon shape changed to a person before dying, and now the plague is affecting people? ![]()
One flaw with the age of the Internet (aka, real life), is you get used to instantaneous communications. Fantasy worlds can mimic this with magic, but for the most part do not have this luxury. Who witnessed this attack? Is it just the players telling people in Sandpoint? An inquiry/investigation will need to be made, which will take a few days (if someone is available at the moment). Then it will take a few days to get a proper message off to Magimar for suggestions on course of action. Then it will take some counseling on that side, and a few more days for a request for more inquiry to come back to Sandpoint. Maybe at this point magic might be used to speed things along, but is that a prudent use of resources? Just because this tribe was important to the King, doesn't mean it is the most important thing in his docket. It could take days after reaching Magimar before it even gets before him, and would probably bounce between advisers for a while first. In a nutshell it could take at least a month before a warrant is issued from Magimar for this action. People in Sandpoint would not have the same info as the King on this tribe being important, so they would have no reason to lock the players up. Maybe give them a warning to not stray far from town while an investigation happens. In a nutshell, there's no reason for the players to be shipped off to Magimar within the next 8 days, and they should be around for the attack. Maybe by helping with the attack they will get some leniency, since there are evil goblins in the area. ![]()
Each player should get no more attention than proportional to the number of players. Lets say you have five players. That means no more than 1/5th of the time should be spent focusing on one player. This doesn't mean they get that much time, that is just the maximum amount of attention they get, they will most likely get less. If a player wants their character to split off from the group, let them know that it will be a few hours before you get back to them, and when you do get back, they only get a very limited amount of play time. This should help keep players together. ![]()
Well, you have three basic questions: * Why did he kill the mayor?
He could have had any petty reason to kill the mayor, but that he got rid of the body implies a strong motive (because he didn't want people resurrecting or interrogating the dead body). This suggests the mayor knew something, something the rakshasa needed other people not to know. Maybe the mayor knew something that the rakshasa didn't, so he kidnapped the mayor, and placed the fake body so no one would look for him while he was interrogated. Or maybe the rakshasa needed to find out how much the mayor knew. This suggests the rakshasa had plans ... maybe he was trying to awaken an elder god, or find an artifact, or help a surprise raid on the country, and the mayor learned of them through some scouts or a lower level adventuring party (whom have already been taken care of, or may appear later to help hint at motive). The mayor was kidnapped to find out what he knew, and who he told. But why become the new mayor? Most likely as a delaying tactic. The king ordered scouts to explore several towns searching for something. It is just that this group turned out lucky (or unlucky) and got word to the mayor to signal the king. The rakshasa got to him before the message could get out, and is now playing mayor to stall or deter more scouts from the area. Maybe there is a rise in the number of bandits, working for the mayor, trying to follow up on the scouts leads (either to prevent more scouts, or find them, or what they knew). Overall this hints at a greater plan on the part of the rakshasa, but he needs more time to finish it, and the role of mayor will help his get the resources to do so, or help prevent other people from learning of his plan. ![]()
I have not played this scenario, but the biggest problem I see that people have with it is they only do random open locations. These points needs to be stressed: * when you select the random location for Black Magga to eat from each turn, empty and closed locations are still possibilities. * team up and get some locations empty quickly. If she eats from an empty location she gets no cards. ![]()
For making your own scenarios I would like to see generic cards (for example, a card that just says Villain, and a few cards that say Henchmen). Then when you make your own scenario, you just have a reference sheet so when the Henchmen comes up you look at the sheet for what it is, and same for the Villain. I know you could just use a specific Villain and Henchmen as proxy, but I think there would be less of a disconnect with a generic card than with rethinking a specific card. ![]()
In theory, eventually your characters will settle out to the proper spellcaster type, as they randomly gain cards of their type and can't banish them, but then they would also randomly gain cards of the other type, and if they don't cast those (maybe discard for damage or to trigger another effect), then they can keep those cards at the end and slough off cards of their type.
|