Dashki

The Squire's page

No posts. Alias of Grendel Todd (RPG Superstar 2012 Top 32).



RPG Superstar 2012 Top 32

So I've always been fond of large groups, and don't usually find them that hard to manage, but Pathfinder, with it's attention to game balance, can get a little tricky. With my new Kingmaker campaign I have nine PCs (most of whom are amoral buggers, several on the shady side), slightly large even for me.

My question then for my fellow GMs (as well as players with constructive experience) is on what worked for you, and what didn't, as well as what strategies help with resizing encounters without adding precariously to combat time and session length.

RPG Superstar 2012 Top 32 aka Grendel Todd

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Hands of the Harridans
Alignment: CN
Headquarters: Woodsedge, Galt
Leader: Y'metari, Matriarch of the Kindly Coven
Structure: Loose network of like-minded vigilantes
Scope: National (principally those nations overlapping the Verduran Forest)
Resources: Safe-houses and caverns scattered throughout Galt, Taldor and Andoran (most under the eves of the Verduran Forest), and an expansive network of assassins, vigilantes and witches

A young maid seduced by a local noble complains to the old woman in the cottage at the edge of the wood. The Noble's heirs are poisoned, and he cursed with impotence. A cuckolded husband complains to a traveler at the inn that he can't take a stand against his wife's magistrate lover. The adulteress and her lover are burned alive during a tryst the following week. The Harridans hear the cries for vengeance, and their Hands respond.
Structure and Leadership
Led by a scattered collection of elders, mostly hags and witches living on the fringes of civilization, these “Harridans” gather together in sewing circles and gossip about who merits their association’s attentions. The younger, more active “Hands” are a motley assortment, working alone or in groups of three (called "Furies") who visit their seniors, listen to what they suggest, then see to it punishment is meted out. So far this loose organization has kept authorities from recognizing them as a threat, but Y'metari's guidance has led to the creation of yet another tier, the Nag's Army, a vile mix of bandits, mercenaries and less savory creatures brought together to implement grander acts of retribution.
Goals
Their core belief is that all are entitled to vengeance. When local authorities do not act or go far enough in punishing those who have wronged others, they act for those who cannot or will not act for themselves. Their methods favor excessive retribution, irrespective of who may get caught in the crossfire. Though many members are devotees of Calistria and Gyronna, faith does not dominate their perspective though it may flavor their methods. With the concentration of leadership at Woodsedge, the Harridans have been increasingly active in Galt, the raw number of outraged citizenry drawing them like moths to a flame.
Public Perception
While most authorities see them as vicious vigilantes, the general public's opinions are mixed. Many find their views of revenge for everyone attractive, especially in Galt, given its' recent bloody history.

RPG Superstar 2012 Top 32 aka Grendel Todd

Silhouette of the Phantasmagoria
Aura moderate illusion (Phantasm); CL 7th
Slot -; Price 1400 gp; Weight ½ lb.
Description
This appears at first examination to be a disturbing image painted on thin wax-paper held taut within a soft copper frame. In and of itself the Silhouette can do nothing, but if used in conjunction with a naturally-lit bullseye lantern by slipping it into the shutter-slot, the flickering light narrows to project the horrific image onto the nearest 5' non-transparent flat surface directly in front of the lantern (up to a range of 60'), affecting all who see it with gut-wrenching fear. On the first round the image is seen, viewers who fail a DC 16 Will save are considered frightened while all others are merely shaken for as long as the lantern lights that area and for 1d6+1 rounds thereafter. If the lantern's aim is not moved for more than a round, each round the image remains in place it seemingly moves and shifts with such awful malignancy that all creatures still viewing it must make a Fortitude save (DC 16) or take 6d6 damage (save for half) every round it remains in view. Because of the fragile nature of the wax-paper it is inscribed on, the Silhouette cannot be removed once placed and is incinerated from the heat of the lantern after 2d4 rounds.
Construction
Requirements Craft Wondrous Item, Scribe Scroll, Phantasmal Killer, creator must have 5 ranks in Craft (painting); Cost 700 gp.

RPG Superstar 2012 Top 32

So it hit me that the Jade Regent PG Caravan rules would be a very nice fit for when the PCs are on the road to Lepidstadt, once they meet up with the Crooked Kin. Has anyone else noodled around with this?

I figure to run it for the handful of days they take to get to Lepidstadt to see if they like the rules set, and if it's a smooth enough fit they can either persuade the Crooked Kin to continue with them or (more likely) start a new Caravan - either way my group has established a party with their own wagon and allied NPCs, so this may be an interesting way to mange their ever-growing entourage.

RPG Superstar 2012 Top 32

One of my players is having to drop out of my regular group for reasons of school and sleep, but is still very invested in the game, so we discussed it, and I've agreed to set up a side-game for him involving him taking over one of the Kingdom's settlements as a vassal-state to the primary Kingdom. Now this isn't something covered well (if at all) within the Kingdom-building rules, despite said rules being built theoretically on the feudal model, so I thought i'd field thoughts from my piers here while tossing out how the experiment is going.

As those who may have noted some of my prior posts, I had started out with two excessively large groups and using troupe-style play, but with the advent of school and life and such, one group combusted and the other has since shrunk to a reasonable (if classic) four player party. The large pool of npcs they've encountered has helped keep multiple courts stocked, and thus should help in filling out the new vassal court, but I'm wondering if all the posts really need be filled if the client state should be considered less than a barony, or just follow the rules as stated and see how it goes.

RPG Superstar 2012 Top 32

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One of the more intriguing areas in KM2 to me is the island in the Candlemere, but I (and I seem to recall I'm not the only one) found the idea of "camping" Will-o-wisps to clear it depressingly tedious, and felt sprucing it up a bit and turning it into an actual side-adventure would make it far more interesting for my group.

Given the lovecraftian flavor of the place, I'd thought to use Carrion Hill, but that adventure requires the place already be settled. The more recent From Shore to Sea, however, seems to have a number of elements that fit very well with how things are arranged in the southern Greenbelt. Using the Island of Nal-Kashel for Candlemere works well, and using the map for that I established several other ruined buildings the party can rebuild once they claim the island (Library, Academy, Graveyard & perhaps a few Monuments), while the village of Blackcove has been renamed Eelsport (not settled on that name though) and placed at the abandoned ferry site (with the potential settlement rewards for acquisition of ruined Waterfront, Ports, Shrine, Watchtower, ruined Alchemist shop, and several Tenements).

While much of the scenario should adapt just fine, I'm still not quite sure how to handle certain core elements. The Azlanti/Scum seem out of place on the one hand, but given the River Kingdoms city of Outsea, anything is arguably possible. The other option might be to switch out the Azlant with more common Riverfolk, and the Scum with Lizardmen, but it seems the adventure looses much of it's "Insmouth" flavor (though arguably the island seems to have enough magical juice for explaining transforming Humans into Lizardfolk).

Anyone else have thoughts on this?

RPG Superstar 2012 Top 32

No plan survives impact with player characters, goes the old saying. So when one of my two parties returned from a particularly unproductive exploration (had a run in with 6 Trolls and had to run away), after several months of just struggling to keep their Barony afloat, and found themselves having to defend themselves from Gregori's accusations, they hit on a novel solution the Event: Rabble-rouser doesn't seem to plan for.

They gave him the crown, saying "if you think you can do better, you're welcome to do so."

Now, I'm already getting evil ideas on how to play this out: the new Baron sending them on various quests to get them killed, or at least out of the way for prolonged periods of time - I've been itching for an excuse to work in Carrion Hill for instance - while in turn he can start a war with the neighboring rival PC kingdom, but I thought I'd toss this out and see what other thoughts folks might have to this particular curve ball.

For one thing, the PC Baron was a Paladin. Does this count as a breach of Alignment? Certainly it isn't an evil act, but it could be considered a serious breach of oaths taken as leader to protect the colonists and be a part of the feudal system (which is all about oaths of fealty and such), never mind the fact that he did this pretty much on impulse, without consulting the rest of his court. The one not particularly lawful or good PC in the party did attempt to start a fight with Gregori, and the Paladin planted himself between the two, vowing to defend his decision (and his new Baron). On the flip side, he & the party then promptly plotted to lead a revolution to overthrow him if he proves a bad ruler.

So, have ideas, but could always use more.

Thoughts? Ideas?


Gozran 1, 4710, Oathday
And so we arrive, a slightly disheveled mess. Just the way I like to wake up.
Ah, a new place, new faces, new friends. New special friends. With benefits. I think I'll like it here at this little outpost, though I think Oleg's wife is giving me the stink-eye. Heh.

She needn't worry. The Dragon's Eyes seem to be giving me all the business I need.

Can it be only a week ago they came through the droll little town I'd hitched my wagon to? That Numarian barbarian of theirs, Zorask, quite took my breath away. Seemed time after that to hitch my wagon to their train and follow their trail to Olegs.

And just in time for Spring. Flowers in bloom. Good times. Times for dance and excitement!

These Drangon's Eyes, they're one of the two companies the Swordlords up in Reslov chartered to scout out the Greenbelt. Some like me, some don't, but Zorask likes me, and his buldging muscles seem to have persuaded the rest to let me tag along.

I've made a little list of them. Making plans for future notches in my bedpost, perhaps, or perhaps not. We shall see...


  • Zoresk, my favorite customer. I'll have to give him a discount if he keeps this up. My big burly barbarian has an even bigger sword!
  • Jan One-eye, a knight in not-so shiny armor, always preaching about justice and defending the weak. I think he's hiding more than his ego behind all that bravado. A real man with something to prove. I think his fancy steed, Frost Dancer, agrees.
  • Morthin, oh Morthin. I'd do the poor little bookworm for free but I think his heart would give out. He fits the stereotype of the elf that will blow away in a stiff breeze, poor little thing.
  • Allistar Lancerey, my my. Cranky Elf with magic under his mantle. Not a euphemism, but an explanation of his ego. The arrogant, paranoid magi seems convinced I've be-spelled his compatriots. Silly wizard, my enchantments are all-natural.
  • Arixus Phae,a warrior-woman with a sword every bit as large as my Zoresk. Which makes one wonder. What IS she compensating for?
  • Gregor Garess, the creepy Dwarf butler. I wonder, just who is he Butlering for?
  • Sonja Medvyed, prim and proper priestess of Erastil. She was too tightly wound when we met, but I seem to be getting her to unwind, little by little.
  • Sebriel Zane, yet another elf, and this boy likes to play with chemicals! The Alchemist seems to like playing with his lab equipment a little too much, I think.
  • Peter, the mysterious masked man. Always wearing his armor or wearing a mask, he seems to be shacked up with that foreign girl, Talia. Or maybe he's just her bodyguard? Heh, only her bodyguard...
  • Talia. What can I say - I thought I was an exotic flavor. She's one of those dusky skinned southern girls, hailing from far off Alkenstar and always messing about with her peculiar inventions, when she's not making time with Peter.
  • Pavel, her long-suffering assistant. A bit on the ugly side, but I'm sure I can ease his suffering a little...
  • Grano, a slippery little fellow. Barely notice him when he's here, I have the feeling I'd better notice him if anything goes missing.
  • Variel Forestwalker, half-elf, all man. Charming, charming man. A little too dedicated to his faith in Erastil, maybe, but he takes charge without taking charge and the others follow. I'd follow even, if he'd ask.
  • Meenom Riverstalker, spooky little loner Halfling Elk-rider. Who knew Halflings rode Elks?
  • Roska, my new best friend. The old 1/2 Orc hag knows a thing or two about being a Wise-woman, so we've been trading recipes.

There are a few others that I've heard will join us later (the tramp cousin of the King, Natasha Surtova, and Sonja's scounrel brother, Marcelle, for instance, both of whom were left behind in the same town they picked me up). And now, here at the Outpost, there's a whole other Expeditionary force to explore! I hope these "Green Hands" are handy!

RPG Superstar 2012 Top 32

I've talked about this with others in other topic threads, and decided it really needs a thread of its' own.

For various reasons I seem blessed (or cursed) with an abundance of players - which is fine with me, I love it, but not all of them do. To keep the occasional PvP to a minimum I typically split them into two or three smaller groups over different nights, with the occasional monster session being treated more as a mini-LARP/role-playing party. It can be a lot of work, but a lot of fun too.

With Kingmaker I'm going back to play with strategies and techniques that played very well when I was running Birthright (where I had upwards of 15 players at its' height) and V:tM (with or without the LARPing). My current plan is to have the Greenbelt Expedition form with a far larger expeditionary force than the typically assumed 4-5 man group. Each player is entitled, if they choose, to have up to three characters at a time (a leader, an explorer and a servant or minion - this last is restricted to an NPC class, but allows for a player's eye view of the game Adventurers usually miss). Each session players may pull out one of these PCs (as appropriate to their circumstances), while the rest are presumably off doing whatever they typically do in downtime elsewhere.

I'm planning to kick off the game with a party (possibly doing a pot-luck dinner or some such) with all the Lead (or Lord) characters gathering in Restov to look into this charter business and agree to work together to make the Expedition happen. Once they're all (at least in theory) on the same team, the following session(s) move the action to Oleg's Trading Outpost where they and their retinues move to establish a base of operations. From there smaller teams (of the more traditional adventuring variety) can wander off into the wilderness to explore. As we move into later phases of the game, different teams of players can establish separate settlements to lord over, while their more adventurous characters can keep exploring, and possibly become excuses for other characters to look for if/when they don't return in a timely manner. Every once in a while (as time and energy permit) I can host additional "party" sessions where the players from both groups come together under the umbrella of a tourney, feast or high holy day and brag, make policy or otherwise socialize.

Thoughts? Is anyone else planning on playing along these lines and have strategies to share?

RPG Superstar 2012 Top 32

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I waved around a copy of the Kingmaker Players guide to my group this last Sunday, and before I knew it had a group all rolled up for Kingmaker (we're still working on SD mind you, but they're itching for Kingmaker once we're done with that, or possibly as an alternate).

My party as it stands:
Variel Forestwalker: Male 1/2 elf Paladin of Erastil and loyal Rostlander.
Natasha Surtova: Noble-born female human Temptress,* dilettante adventuress (in the classic 18th century sense of the word).
Khoran Lebeda: Noble-born male 1/2 elf Noble** up-and-coming courtier.
Morielle Aldori: Male Fighter, a remittance-man of House Medvyed who renounced the family name after joining an Aldori dueling school in Restov.
Sonja Medvyed: Noble-born Female human Priestess*** of Erastil.
Jan One-eye: Basterd male Cavalier**** & member of the Order of the Lion.

I left open the option of Troupe-style play, so we even have some alternate/back-up characters in:
Meenem Riverstalker: a halfling druid.
Zoresh: A human Barbarian from Numeria.
& an as of yet unnamed Gnome Nature Oracle****.

*adapted from Hyboria's Fallen, Mongoose Publishing.
**adapted from from The Noble's Handbook, Green Ronin Publishing.
***from Tome of Secrets, Adamant Entertainment.
****Pathfinder Advanced Player's Guide final beta.

I am a little worried at the choice of political over woodsy types going in, but several of them plan on multiclassing into more adventurous and survival oriented classes once they get out into the Greenbelt. Presuming they survive the game should get very interesting down the road, given the background choices they decided to run with.

I know I'm not the only one giddy with starting this AP up. What are the rest of you running with?

RPG Superstar 2012 Top 32

In all the debate in round one, one of the key arguments that I and others have had with the Oracle is his distinct lack of natural ability for divine guidance (above and beyond the Divination spell list they share with Clerics). The Witch has Vision as one of her Major Hexes, and to me this reads very close to what I was expecting for Oracles as a cornerstone ability. I don't begrudge the Witch, mind you - Witches in myth, fantasy and folklore have their own deep-rooted traditions for such powers - but this is one area they really should overlap (at the very least). Any way something like the "Vision" Hex can be developed for the Oracle?