5-19 The Horn of Aroden [SPOILERS]


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Sovereign Court 3/5 5/5

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Just got and read through the new scenario 5-19 The Horn of Aroden. There's something that's confusing, though:

- In the Conclusion section, first paragraph on page 19, the last line says that "Each PC earn the Horn of Aroden boon on his or her Chronicle sheet."
- Under the Faction Notes section on that same page, though, it says, "If Taldor faction PCs accomplish both goals, they each receive the Horn of Aroden boon on their Chronicle sheets."

Which is correct? The Chronicle Sheet itself doesn't offer any further clarification.

Scarab Sages 5/5 5/5 **** Venture-Captain, Washington—Spokane

I just finished my first run on this a few moments ago. Based on what I read, the party gets the boon if they are Taldan or of a different faction. So I would have to say both.

5/5

I just read this scenario and it looks awesome. I really liked how The Wardstone Patrol focused on a specific NPC, and I like how this one does the same, with the added bonus of maybe Lander showing up again in the future.

I also like that Marek is easily prepared to give PCs a run for their money if they insist on picking a fight.

Additionally, a couple of these combats seem pretty cool.

I would love to hear any ideas about RPing Lander, especially if you have run this already.

As far as the boon goes, there seems to be mass confusion about it. I had thought it would be a Taldor only boon, but my plan is to error on the side of generosity, and let some future ruling clarify it down, if necessary.

Scarab Sages 5/5 **

I got some inspiration on how to RP Lander from a few other people in my area who RP Taldon nobles. Cocky, arrogant, above everyone else... It gives a decent description of Lander in the module that helps.

I also gave the boons to the entire party since that's what it read like to me.

Unless you have a party of optimized PCs, Marek should dispatch the PCs easily, based on his stats. An 11th level Fighter against a group of level 1-5 PCs should be no-contest.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

A couple questions:

Part B "In Pursuit of Lander" it says "After traveling along the road for 50 miles..."
That's a long trek. I'm assuming it should only be 5 miles after leaving town.

And in tier 1-2, is Aldona in human form?

5/5

No, it takes them a day or two to get out to where the bandits are. I think it says somewhere that the bandits tend to strike the caravans around this time. Also, since you can only try to improve someone's opinion of you once a day, it gives the PC a couple days to work with as they bring Lander back.

My understanding is that she is in hybrid form at both tiers. I think one of the other threads also addressed this?

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

Geoffrey Griffith wrote:

No, it takes them a day or two to get out to where the bandits are. I think it says somewhere that the bandits tend to strike the caravans around this time. Also, since you can only try to improve someone's opinion of you once a day, it gives the PC a couple days to work with as they bring Lander back.

My understanding is that she is in hybrid form at both tiers. I think one of the other threads also addressed this?

Cool. Thanks. I'll try to find that other thread.

Dark Archive 3/5

Pathfinder Lost Omens, Rulebook Subscriber

Dotting this thread. I'm running this four times at PaizoCon, so it sounds like I might be needing it. :D

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

'Nother question...
Does Wicent deal subdual damage the whole time or do you let him do a regular attack or two then use bludgeoner feat?

5/5

I ran him as doing nonlethal the whole time, with the other mooks doing lethal. Personally, if I am trying to take someone alive, I like to put a far amount of nonlethal on them first, before I consider doing lethal so I am less likely to kill them on accident if I make a mistake about how much HP they have. From Wicent's perspective, I don't think there's a downside to using nonlethal. Of course, if for some reason there is, (a lot of mid-combat healing, Community Domain cleric, or undead opponents) he can always change tactics after realizing it.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

Thanks, Geoff. I saw that the Bludgeoner feat lets you do an extra 1d6 non-lethal damage along with no -4 penalty for using a weapon to deal non-lethal damage. So a d6 + d8 of subdual can knock out a first level PC probably pretty quick.

Grand Lodge 4/5

Bludgeoner (Combat)
You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Bludgeoner does not add an extra 1d6 non-lethal damage.

5/5

Wait, I think you might be confusing two different feats.

This is the feat Wicent has:

Bludgeoner

He does not have this feat, which gives you extra sneak attack damage when attacking nonlethally with a blunt weapon:

Sap Adept

I know some builds put these feats together to great effect, but Wicent has not gone that path, at least, not by level 6.

To summarize: Wicent does do non-lethal sneak attack damage, but no extra damage than he would if he were doing lethal attacks.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

Hmm, I'm wondering where I got that extra 1d6 from. I must've read the feat wrong.

Liberty's Edge 3/5

I am wondering about other peoples experiences with this scenario. We ran it recently and the entire party was rather irritated with the secondary success conditions. You are tasked with bringing Lander home which is no big deal, as well as trying to convince him to not be a warrior. However The DC to talk him down is a 20 at tier 1-2 with massive penalties that are all too easy to accumulate. Without a party face its almost impossible to beat. It seems almost unreasonable to me that the PC's need to be asked to abandon all logic to get him to capitulate. If he can't be convinced to stop his stupidity he runs off into a series of fights, which aren't necessarily bad, but at level 1 any fight can be deadly. The way I read it afterwords, you have to stroke the ego of someone who is doing his best to get you killed and insulting your character instead of doing what the Society has trained you for, fighting and surviving.

My question is this, how many tables have you guys seen that actually accomplished the secondary goal without help or prodding from the GM?

Sorry about the long post, this scenario really stuck with me as it seems like being set up for failure.

5/5

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I ran this at 4-5. And despite being pretty much jackasses the party got a good diplomacy roll that made up for it. Despite hitting almost every neg.

Before I go any further, I want to say in the interest of full disclosure that I enjoy scenarios where there are NPCs that aren't necessarily easy to get along with, but also penalize the PCs if they are unrepentant jerks. That was one of my favorite things about another season 5 scenario.

I also will say, any NPC interaction is dependent on the GM. I tend to recommend any scenario heavy on roleplay not be run cold. The ideal would be to play with a GM who has run it multiple times and has developed some insight into who the character really is. I imagine that isn't something that occurs especially often.

That said, there is stuff in the PCs favor. First, it is more difficult to make Lander hate you. You have to fail the DC by ten or more for his attitude to worsen. Further more, if you just take him out of the trunk, heal him, help clean him up, and feed him, you already have +6 right there. I feel like those would be things natural for heroes to do after rescuing a hostage.

Furthermore, if you can make the DC 20 sense motive check you can find out that if you boast about your own toughness with an Intimidation check, you can use that to increase his attitude instead of Diplomacy.

You can challenge him to a duel. Now the PCs might not think about it, but it also says that Lander will be throwing out challenges himself, and the PCs just need to accept one. If you win and don't rub his face in it, his attitude automatically improves one step, which should at least be enough to get a martial group in the game, even if they don't have a face man.

Also, a PC can take Lander on as a pupil, and as long as he treats him with a little respect, that PC can get a bonus to diplomacy checks.

And of course, there's the ubiquitous, bonus for if you roleplay well.

Of course all of this is optional, only necessary for Pathfinders who desire to "go above and beyond the call of duty." If they want, the PCs can just keep Lander in the trunk, and carry him back.

But at the risk of being repetitive, I think a lot of PCs treat NPCs like brick walls. Treat them however they want, with no expectation of negative consequences. I can appreciate people wanting to play games like that, but I don't think PFS should be a game like that. If your character is just a jerk to NPCs, maybe you should lose a prestige here and there.

5/5 5/55/55/5

There are also an equal number of bonuses you can wrack up, including your BAB.

Sovereign Court 4/5

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As a player I didn't like the scenario. And yes, it was irritating, wandering around the forest following an imbecile attacking every nook and cranny in sight.

The secondary condition for the additional prestige point was preposterous. I even stated to the team at the end while confronting Marek that Pathfinder Society's role isn't to play the local police force. The whole time I imagined the primary objective would have been to get the idiot back home, and secondary to make him discard the dreams of being an adventurer.

There are a lot of 5th season scenarios that are way better than this, so I recommend against running this one.

Liberty's Edge 1/5

I ran this last weekend and I really enjoyed it. Our events average 15 people or so and everyone had a good time and talked about how much fun they had and the different things they did with Lander. I felt that it was a fun and fresh scenario with enough depth to be fun and interesting.

We run PFS twice a month with scenarios as they are released and following on the heels of Destiny of the Sands and Fate of the Fiend, all very dense scenarios, this was a breath of fresh air.

Shadow Lodge 4/5

I played in the same slot as Deussu and my experience was similarly lacking in lustre. It wasn't a bad scenario per se, but other than the very beginning, felt like a mediocre season 1 woodland romp. Lots of combat, weird smorgasbord of creatures and a story distanced from the metaplot.

And that secondary success condition is incredibly esoteric. Blah.

5/5 5/55/55/5

And that secondary success condition is incredibly esoteric. Blah.

The PCs successfully complete their secondary success
condition if they accomplish all three of the following:
complete the scenario with Lander’s attitude toward them
being indifferent or better

Which you can do basically by taking him out of the box and handing him a sandwich, and then not talking to him for a few days. He's a noble, he's important, you want his mom to do you a favor this shouldn't be a surprise.

gather three or more pieces
of evidence to indict Marek Bogdan as the mastermind
of the bandit attacks, and deliver this evidence to Dame
Sarrona Lebeda. Possible evidence includes one or more
of the bandits’ weapons stamped with Marek’s maker’s
mark

- Weapons are treasure. You pick those up automatically

Wicent’s description of the blacksmith ringleader
(Wicent need not be alive and present, but the PCs
must have interrogated him),

- Don't be a murderhobo, particularly to the NPC thats dealing subdual damage to you. Return the favor.

Aldona’s letter to “M,”

Found pretty much automatically in the camp.

and Lander’s willing testimony against Marek.

If you murderhobo'd up Wicent you'd have to get this somehow (not seeing an easy way to get it in the mod)

The Exchange 5/5

I was totally underwhelmed when I got a hold of this scenario last month. I predicted a tsunami of bile headed in John Compton's direction. The combat encounters were laughable and the plot was paper thin. It was "Keep of the Huscarl King" all over again, too. The scenario is called "The Horn of Aroden" but the PCs never even lay eyes on the Horn.

Then I saw someone post something about bringing out the role-play. I thought of that as a challenge. How many lackluster scenarios have been turned out that you GMs have polished up into fan favorites with a quirky NPC or a ridiculous situation? Are the reviewers saying that this scenario is beyond hope, or just beyond their abilities to bring to life? Take that as a challenge.

I ran it on Saturday. I won't say that it was fun for me, but it was fun for the players. I confirmed a crit while power attacking & cleaving into a foolhardy 2nd level PC (Tier 4-5) that killed him outright. Laugh at the combat encounters now. The players all got involved trying to persuade Lander to return home. They ground their teeth at times, but set themselves to the task and straightened the boy out.

As for Marek Bogdan, they suspected him from the beginning but had to gather evidence first. Then before the arrest warrant could be served, a single 4th level PC turned out the "Swordlord"'s lights, literally. Fricking tieflings & darkness.

One gripe that I think is legit is all the wasted space on the Chronicle. It looked like something from Season 0.

I'll write a review later today, but I encourage everyone to take a second look at the scenario and consider it the Bonekeep of role-playing.

Shadow Lodge 4/5

"The PCs successfully complete their secondary success
condition if they accomplish all three of the following:"

Right, two of those are nigh automatic, but the evidence gathering requires you to actually present said evidence to the local law enforcement and, in my opinion, go beyond the call of duty as a Pathfinder. As Deussu explained, the Society is not the police. We talked about pursuing the case between us but decided against it. Particularly because it seemed that Lander's honour was at stake, so outing the smith as a criminal would have had some unneeded consequences for the young noble.

If there was nonlethal damage thrown around there somewhere we must have missed it. THAT would have probably changed things a bit.

5/5 5/55/55/5

Right, two of those are automatic, but the evidence gathering requires you to actually present said evidence to the local law enforcement

Hello, lady? The nice lady giving us the artifact of immense historic, religious, cultural and possibly arcane signifigance? Yeah, you might want to know that your local blacksmith is trying to topple your rule. Yeah, the one your son's been spending all day with.

in my opinion, go beyond the call of duty as a Pathfinder.

That is kind of the new tagline for the secondary success conditions.

If there was nonlethal damage thrown around there somewhere we must have missed it. THAT would have probably changed things a bit.

During Combat Wicent moves to flank with his allies whenever
possible to maximize his damage. Eager to prove his worth
and capture prisoners, he uses his Bludgeoner feat to deal
nonlethal damage.

Grand Lodge 3/5

We ran into problems with the secondary victory condition as well. It doesn't seem to account for a number of perfectly good roleplaying reasons to not hand over the evidence. Lander asked us not to, for one. We were going to go and take care of him ourselves, but that was outside the scope of the adventure. I could easily see a chaotic character saying "Noble hating freedom fighters? Got for it."

It just seemed out of place, since so many PFS modules have us doing illegal/psuedolegal things we need to hide from the local authority to have "go out of your way to help the local authorities, even after a noble asked you not to" as a secondary condition was very jarring.

At the very least, I think that reporting the evidence to the Society should fulfill that success condition. They can tell the Dame if they thing it's a priority.

Shadow Lodge 4/5

See, I'm not attacking the scenario, just disappointed.

Though I'm beginning to suspect that our gm ran it cold. I can't believe all of us missed both the nonlethal damage and the brewing insurgency.

Silver Crusade 1/5

So the real question for a newbie GM is, Can I edit the secondary success condition to be less goofy? I really like tell the VC about Merek and let her decide how to handle it. Either that or stress at the beginning that the VC wants the PCs to acquire the Horn AND good standing from the Lebeda "family" (not just Lander)

Grand Lodge 4/5

Yeebin wrote:
So the real question for a newbie GM is, Can I edit the secondary success condition to be less goofy? I really like tell the VC about Merek and let her decide how to handle it. Either that or stress at the beginning that the VC wants the PCs to acquire the Horn AND good standing from the Lebeda "family" (not just Lander)

While you cannot change the secondary condition, as that wouldn't be running as written, you can certainly stress the fact that the note the PCs are given does say that winning over the Lebeda family is important.

Sovereign Court 4/5

If memory serves, the dual macing rogue dude (apparently the Wicent or so) did not deal nonlethal damage to us, and anyway my character managed to score a 27 damage critical hit on him (or her?), dropping him (or her) to negative constitution.

I don't mind missing out one prestige point/fame, but some times this secondary condition is just out there. This nifty guide works wonder for the most part, but Horn of Aroden's mission is ... how'd you put it... "Do the Lawful Good thing, despite your main objective (Lander) saying don't."

And yeah, we figured that providing the evidence (which we didn't have enough, actually) to the local authority would wound Lander's reputation and just cause more trouble for the Lebeda family in the harsh Brevoy, land of Game of Thrones-esque political stabbings.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

I figured out where I got that extra d6 from Wicent. He's two-weapon fighting so d8 primary & d6 secondary (plus strength bonuses). Ouch!

5/5 5/55/55/5

Markov wrote:
It just seemed out of place, since so many PFS modules have us doing illegal/psuedolegal things we need to hide from the local authority to have "go out of your way to help the local authorities, even after a noble asked you not to" as a secondary condition was very jarring.

Usually we're doing illegal things because the authorities don't want us to have the artifact. This time the authorities are willingly turning over the artifact, so we're on their side.

We're not chaotic we're just pragmatic. :)

5/5 5/55/55/5

Yeebin wrote:
So the real question for a newbie GM is, Can I edit the secondary success condition to be less goofy? I really like tell the VC about Merek and let her decide how to handle it. Either that or stress at the beginning that the VC wants the PCs to acquire the Horn AND good standing from the Lebeda "family" (not just Lander)

You can't edit the secondary objective.

You can have the VC tell the party to turn over the evidence though.

Somehow I think moms going to be running the place for a while.

Sovereign Court 5/5

When I ran it, someone playing pre-gen Kyra aced the initial diplomacy check. When Lander started talking about how he wanted a duel "for fun", they fairly beat him at that as well. End result, he was helpful right out of the gates.

I had him try to talk the party into "going on more adventures" but they were understandably having none of it.

The players were inadvertently victims of their own success and missed a decent amount of the adventure as Lander never wandered off during the night.

@ Horn of Aroden boon: Is there consensus yet as to how that's supposed to work? Since it does nothing (of yet) it seems to me it was meant specifically for Taldor faction PCs and not for everyone who succeeded on the primary mission.

4/5

Yeebin wrote:
So the real question for a newbie GM is, Can I edit the secondary success condition to be less goofy? I really like tell the VC about Merek and let her decide how to handle it. Either that or stress at the beginning that the VC wants the PCs to acquire the Horn AND good standing from the Lebeda "family" (not just Lander)

Lady Glorianna Morilla isn't a Venture Captain, she's a faction leader working for Taldor. As for asking for good standing in her note she does wrote

"Remember that she and her family are influential in Brevoy
and beyond, and winning their friendship could bring great benefits in
the future."

It reads to me that getting on the good side of the Lebeda's is something you might want to do.

5/5

Jeffrey Fox wrote:
Yeebin wrote:
So the real question for a newbie GM is, Can I edit the secondary success condition to be less goofy? I really like tell the VC about Merek and let her decide how to handle it. Either that or stress at the beginning that the VC wants the PCs to acquire the Horn AND good standing from the Lebeda "family" (not just Lander)

Lady Glorianna Morilla isn't a Venture Captain, she's a faction leader working for Taldor. As for asking for good standing in her note she does wrote

"Remember that she and her family are influential in Brevoy
and beyond, and winning their friendship could bring great benefits in
the future."

It reads to me that getting on the good side of the Lebeda's is something you might want to do.

Spoiler:
also, if you pay attention to the information in the boxed text at the beginning of the scenario, Lander is a second child, and therefor much less important to please personally, as it is unlikely that he'll ever truly be the head of the family. in fact, if you pay very close attention to what's going on, you'll learn that the Lebeda family is marrying off their eldest daughter to the Surtovas to help rid the noble houses of Brevoy of any lingering notions that they hold any sort of separatist views. in giving the horn of aroden to the society, they are actually giving up an opportunity to include that in her dowry, which would be a very important gesture. providing the Lebeda family with information about a known bandit with separatist sympathies would be a very big boon for them, regardless of Lander's wishes (which are based largely on his own embarrassment). as a secondary success condition, it's neither far-fetched or that hard to piece together if you're actually paying attention to the situation as presented in the scenario. (of course, as a caveat, if your GM only summarized the boxed text, it's possible that they could miss these rather key bits of information on what's going on in the world around the PC's).
Sovereign Court 4/5

I'm just saying the secondary objective could have been better than "provide evicende of Marek's scheming to the local authorities". Something to do with the Lebeda family. As I said earlier, initially, it felt like the main objective was to get Lander back, and secondary was to convince him to forget adventuring.

To my mind, that would have made more sense. Alas, getting Lander back and convincing it was a stupid idea are all buncled into one (which surprised me).

Grand Lodge 5/5 *

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Played this scenario today with in 1-2 tier no party face, in fact the high charisma in the group was an 8. In order to accomplish the mission the players decided they wouldn't be likely to convince Lander to stop fighting things and that they were likely to get themselves into trouble if they let him out of the trunk. Instead they gathered evidence including questioning the early encounter and carried Lander in trunk back to his mother. The cleric was allowed to peak through the lock and create water to keep Lander alive. On the way back the cleric then prepped his first level charm spell, cast it just before getting back to the Lebeda household to make him happy. They lateral thinking skipped multiple encounters and allowed far more appropriate play for the group at the table. (Level 1 fighter TWF cha 7, Level 2 Cleric (madness/deception) cha 7, Level 1 Monk (Drunken Master) cha 7, Level 2 Fighter (Bow) cha 8)

Grand Lodge 4/5

Charm Person does not alter the NPC's memories. After one hour per caster level had expired, Lander's attitude would have slipped back to normal and he probably would've screamed at his mother about being lugged kilometres through the forest in a rotten log by a bunch of flat-headed, pock-marked Pathfinder commoners. Don't think the Lebeda family would be too happy with the Society after that.

5/5 5/55/55/5

Matthew Starch wrote:
Jeffrey Fox wrote:
Yeebin wrote:
So the real question for a newbie GM is, Can I edit the secondary success condition to be less goofy? I really like tell the VC about Merek and let her decide how to handle it. Either that or stress at the beginning that the VC wants the PCs to acquire the Horn AND good standing from the Lebeda "family" (not just Lander)

Lady Glorianna Morilla isn't a Venture Captain, she's a faction leader working for Taldor. As for asking for good standing in her note she does wrote

"Remember that she and her family are influential in Brevoy
and beyond, and winning their friendship could bring great benefits in
the future."

It reads to me that getting on the good side of the Lebeda's is something you might want to do.

** spoiler omitted **

Oooo Good points. You might want to offer a knowledge nobility roll to prod the pcs with that info if needed.

Silver Crusade 1/5

I ran this last night and gave them an intelligence roll to solidify their mission at the beginning just to make sure they knew what the mission is. Box text and notes can easily be glossed over at the beginning so I wanted to make sure they knew what was expected so they at least had a fighting chance to get the secondary condition. I think it worked cause at the end they debated handing over the details about Merek but they remembered their mission and that they should side with the matriarch.

Grand Lodge 5/5

ace2ey wrote:
Played this scenario today with in 1-2 tier no party face, in fact the high charisma in the group was an 8. In order to accomplish the mission the players decided they wouldn't be likely to convince Lander to stop fighting things and that they were likely to get themselves into trouble if they let him out of the trunk. Instead they gathered evidence including questioning the early encounter and carried Lander in trunk back to his mother. The cleric was allowed to peak through the lock and create water to keep Lander alive. On the way back the cleric then prepped his first level charm spell, cast it just before getting back to the Lebeda household to make him happy. They lateral thinking skipped multiple encounters and allowed far more appropriate play for the group at the table. (Level 1 fighter TWF cha 7, Level 2 Cleric (madness/deception) cha 7, Level 1 Monk (Drunken Master) cha 7, Level 2 Fighter (Bow) cha 8)

The group I ran this for wanted to do that, but because they thought he was in league with the blacksmith. I reminded them that they had traveled about 55 miles by that point and carrying him all the way back would be an issue. They let him out and got enough diplomacy to make him friendly.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

ace2ey wrote:
The cleric was allowed to peak through the lock and create water to keep Lander alive.

You need at least a 1 square foot hole for line of effect.

PRD Magic chapter wrote:
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.

Silver Crusade 4/5 5/55/55/55/5 *****

ace2ey wrote:
Played this scenario today with in 1-2 tier no party face, in fact the high charisma in the group was an 8. In order to accomplish the mission the players decided they wouldn't be likely to convince Lander to stop fighting things and that they were likely to get themselves into trouble if they let him out of the trunk. Instead they gathered evidence including questioning the early encounter and carried Lander in trunk back to his mother. The cleric was allowed to peak through the lock and create water to keep Lander alive. On the way back the cleric then prepped his first level charm spell, cast it just before getting back to the Lebeda household to make him happy. They lateral thinking skipped multiple encounters and allowed far more appropriate play for the group at the table. (Level 1 fighter TWF cha 7, Level 2 Cleric (madness/deception) cha 7, Level 1 Monk (Drunken Master) cha 7, Level 2 Fighter (Bow) cha 8)

Hope Lander;

a) had rations
b) didn't have to go to the bathroom
c) didn't have problems breathing

I also hope the lock was on the chest and that it wasn't a padlock :P

4/5

I've ran this twice, both groups kept the "noble brat" in the trunk. The first group did it after casting Blindness/Deafness on him and informing him that he was still a captive for them to sell.

Both groups collected and turned over the evidence. The one group actually took all of the bandits alive and turned them over.

I like this scenario the secondary success is harder to accomplish, but I think that's what makes it more interesting. Of course I'll be running this four more times at Gen Con.

Lantern Lodge 4/5

Had an interesting run of this scenario this Saturday, the group honestly seemed like they couldn't care less about the blacksmith's involvement. All they really cared about was the whiny 'noble brat', despite repeated mentions of someone else being behind the bandits. Of course their interaction with Lander started out with intimidate, and moved right into grappling, tieing him up, and hauling him back to town on a makeshift sled.... Needless to say Lander wasn't happy, and they didn't even think about bringing up the blacksmiths deeds, so only 1 prestige much to the whining of the table. It did make the adventure seem a bit short when handled that way however.....

Dark Archive 5/5

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ran this yesterday....

once they had rescued Lander- he went on his way

the first encounter ( kobolds)

Lander charged into combat and critted the first kobold and killed it with one hit..

the bard used his diplomacy and bluff to critique Lander and talk him into going to a fighting school

Dark Archive 4/5 5/5 ***

Deussu wrote:
If memory serves, the dual macing rogue dude (apparently the Wicent or so) did not deal nonlethal damage to us, and anyway my character managed to score a 27 damage critical hit on him (or her?), dropping him (or her) to negative constitution.

That's the one.

The reason you do not recall seeing nonlethal damage is that he spent the combat engaged with a pygmy hippo, his motivation for nonlethal damage is taking prisoners, and to my mind, those two things didn't jive. He also had a surrender condition, but there wasn't a lot to negotiate after that crit.

You seem to be developing a habit of critting people you wanted alive.

Sovereign Court 4/5

Jukka Särkijärvi wrote:
You seem to be developing a habit of critting people you wanted alive.

Now that you mention it...

1/5

Deussu wrote:

I'm just saying the secondary objective could have been better than "provide evicende of Marek's scheming to the local authorities". Something to do with the Lebeda family. As I said earlier, initially, it felt like the main objective was to get Lander back, and secondary was to convince him to forget adventuring.

To my mind, that would have made more sense. Alas, getting Lander back and convincing it was a stupid idea are all buncled into one (which surprised me).

I played through this last night, and I thought that this was a badly written scenerio. The secondary conditions (let Lander wander around killing things and feeling good about himself) seemed at cross purposes to our mission (return Lander home and convince him that swordplay was a bad idea) We had a serious debate about keeping him in the chest as well. although we did eventually let him out.

I don't mind NPCs doing odd things and being multi-dimensional but then we should have been told in our original briefing that we should bring Lander back home and gain his trust and friendship. Had that been a stated goal, it would have made the second part of the mission (mentor the bratty noble) seemed to have purpose rather than what we seemed to doing is wander around and fight things to humor him then we'll go home.

Again with all due respect to the writer of this adventure, I say it was poorly written and in order to have a more successful, and for the players, fun time. State the goals clearly.

Silver Crusade 4/5

After playing this scenario and prepping to run it this weekend, I find myself a bit depressed that I couldn't play this one with my Talden Cavalier. He would have been perfect for this one. Landen would have listened to him immediately, being a Talden noble himself. Shame he leveled to 6 a few weeks ago...

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