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They met Tartuccio at Jamandi's feast. With how things worked out (they completely ignored Jaethel and Valerie, and only one person semi-liked Harrim) those 3 NPCs decided to join Tartuccio, setting them up as another adventuring party to "race against" (that's how they took it, anyways).

They're currently planning an attack on Stag Lord's Fort and have completely missed the central area with the Sootscale Caverns and the Sycamore Tree. Honestly, it's comical how many times they got so close to those hexes but then just veered off.

So currently they're unaware of where Tartuccio and his party is, they know he's still out there (I had some messages on a notice board at Oleg's and an NPC that mentioned them) but that's it.

I'm wondering how I should approach what happens next. I'm thinking of him building up a Kingdom (most likely killing the Mitflits) that then give my players several ways to approach. It won't just pop up, as they're building theirs they will be aware of it. I'm wondering who would give them their charter though? I could see Jamandi possibly giving out two charters (no one is aware Tartuccio is evil or of his ties), Pitax would work (though they wouldn't openly mention it) and I guess there's the possibility that they just... make one? But where would resources, villagers, etc come from?


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To start out I'd like to stress that this is still very much a work in progress and this version is just a rough draft! Some parts I need to edit and I wasn't really planning on publishing this, it's mainly for use in my own campaign I'm about to start. That's why there's mention of fatigue being a number (rather than yes/no) that I'm using similar to 5Es exhaustion tiers.

I didn't really like the "your speed determines how many actions you can get" system in PF2Es rules, so I decided to make my own that uses a similar 3-action system to combat and your speed determines how far you can move with the move actions.

So, for example, you could only ever take one move action per day (and the whole group has to take it, unless you wish to split the party!) but there are two kinds;

  • (1A) Travel, can only take if Fatigue is 2 or lower - Move X miles determined by your speed (1 hex for regular speeds).
  • (2A) Hustle, can't take if you have any levels of fatigue - Move double speed, but must make Fortitude checks to avoid levels of fatigue. DC increases with consecutive hustling.

Your other actions can then be taken to do various activities such as Forage, Search Hex, Map an Area, etc. Some activities take a full 3 Actions to do, meaning you have to spend the day at camp.

Anyways, the document can be found here and has all the activities and rules listed. Like I said, I didn't plan to publish this but I thought it may be helpful to someone.


I'd like to start off by saying they would NEVER have a combat where they're having to play both characters at the same time, especially with a system like PF2E that would be a bit too complex.

The idea is that players would have an "Explorer" character and an "Intrigue" character. I'm thinking of doing this so players are engaged on both sides of KM; the hexploration and the kingdom running. I don't want players to go through the first chapter and it only be focused on the one or two players who have great nature/survival knowledge etc, and then flip side those characters might not do so well during political intrigue parts of the campaign. It would mean that, on average, half the players would be 'sidelined' half the time.

But if each player has an explorer AND intrigue character, and they can decide who they are going to play, then it will keep all players engaged.

I'm just wondering, from those who have played before, if they saw any problems with doing something like this?