| Nique29 |
So my players have decided that they are going to explore the enitreity of the remaining green belt (From RRR) in just two excursions. Their plan is to be gone for a few weeks at a time, and explore first one half of the alloted area (from their capital at Stag Fort down and all area to the left) then the other (same deal, towards the right).
This means they will only be away from their capital twice. So they will only have the opportunity for two of the "Kingdom Events" from this book.
More importantly, this means that either this session or next they will be entering Hargulka's territory. How should I handle this? I had all these plans to incorporate some of DM's ideas and also Orthos's Fey stuff... But now?
I'm totally lost.
| Mirona |
Bad weather (I mean really bad weather)could stop their exploration.
A urgent council meeting could force them back to the capital
A messager from another kingdom as arrived and wish to meet the leader of this small country, opening diplomacy with them.
Problem in the capital (rise of a bandit group, annoying prankster faeries ,etc) force them back
They enter the territory of a troll warlord? Make sure he gave them one opportunity to leave his territory and never return. Play him as a warlord, not a dumb idiot sitting in his lair waiting for them.
| Inneliese |
A Scroll of Sending costs 1125 gp, so keep that in mind as an option if you feel NPCs living in the capital would regard a given event as serious enough to warrant such an expenditure to get the PCs to return. If not... just give Malgorzata more levels/cultists and run her as a higher CR event in between RRR and VV?
| RobRendell |
| 1 person marked this as a favorite. |
If they're not travelling at half speed and foraging as they go, they'll need to be carrying a lot of rations to stay away from their realm for weeks at a stretch. It sure would be inconvenient if the pack mules or horses carrying all those rations had a mishap crossing one of the uncharted rivers... and even if they're not trying to cross rivers, the beasts would probably make especially tempting targets for hungry trolls or other somewhat-intelligent monsters who can recognise saddlebags laden with supplies when they see them.
That's not to mention potions, scrolls, alchemical mixtures and other consumables the PCs might want to replenish by returning to civilization.
Also, they might run into NPCs out in the wilderness who they need to escort back to safety. There's
The players might also come across signs of threats heading towards their lands. Assuming they have decent Survival skills, they can identify the tracks of all sorts of nasties heading north. For example,
Another thought: a Barghest that attacks the party and then Dimension Doors away when it becomes apparent that they're not an easy meal should also raise alarm bells, since a Knowledge check should let them know that it needs to eat non-evil humanoids to grow into a Greater Barghest... and where might it find a plentiful supply of frail non-evil humanoids in the Greenbelt? Let me think...
Even if the players just intend to pop back quickly to resupply, drop off wandering strays or caution their subordinates or NPC council members about possible incoming threats, you should be able to show them things happening back home that suck them in. They come past Grigory in the town square ranting about the leaders who abandon their barely-established town to gallivant about the wilderness for weeks, they're approached by trusted NPCs who share their fears about rumours of a cult, and/or there's a letter waiting for them from Chief Sootscale inviting them to a certain Monstrous Feast from DM's RRR changes.
Randuril
|
Don't be shy about inventing roving bands of NPCs, monstrous or otherwise, to refocus them. Sounds like they think it's a forest preserve instead of a wilderness. Daily random (or not so random) monsters will eat away at their supplies, even if they vanquish every foe.
There is a very sizable gnomish town not far off the south end of the map and Mivon is down there, too. Time for a river pirate attack? Maybe the nastiness on Candlemere Island is more widespread than the book says? The big bad monster near the lower right corner just might have a new mate as well...
| Ramarren |
Event 1 - Slain Townsfolk. Have this occur just *before* they head out for the first trip. It will delay them a day or so, but that should be no issue.
Event 2 - The Rabble Rouser. This can occur when they return from their first trip. If you want the Cult of Gyronna to happen before the end of the module, then feel free to have one of Grigori's complaints be about the PCs "gallivanting about while babies are being snatched from people's homes", so that you can immediately hit them with Event 3 at the same time.
Event 3 - The Cult of Gyronna. If you don't have this happen concurrently with Grigori, I'd use Inneliese's suggestion, particularly if your players need a bit of an xp boost before Varnhold.
IMO, it's important not to punish your PCs for wanting to thoroughly explore their territory. Later on, you're going to wish they were interested in exploring.
| pennywit |
A few ideas:
1) Roll ahead for the weather. When my players decide to explore, I roll a few months of weather. See if they feel like exploring in rain, thunderstorms, and hurricanes.
2) Are you using the UCAM rules? Under those rules, players have to spend at least six days a month attending to their kingdom duties, at the risk of Unrest. So ... if they're out exploring, then their kingdom grows restive and certain ruling council positions count as vacant until they get back to their duties.
3) Ditch the events if they don't occur naturally. My own RRR was chock full of custom events, so I didn't bother with the cult of Gyronna or the werewolf.
| Orthos |
Inneliese wrote:If not... just give Malgorzata more levels/cultists and run her as a higher CR event in between RRR and VV?I did this - worked fine.
Likewise. I also never got around to doing Kundal - though I've been considering adding a "Big Bad Wolf" themed event to Chapter Six.
| pennywit |
I ended up running Kundal as an event involving my players' secondary characters. It was actually kind of funny. They ran from a town, to a farm, to another town, tracking down the killer. It ended with an interesting encounter. The rogue tried to confront Kundal in his room at an inn, and Kundal ran for it. The rogue called for the others, and I threw down some chase cards. They eventually caught up to Kundal, who went to hybrid form under the stress, and they took him out in combat.
The chase included a really surreal sequence where the witch couldn't get past an overturned fruit cart ...
| Orthos |
Now that that's out of the way....
Dealing with Niska and her cult was a side-quest with NPC characters for us as well. Instead of the usual Ruler/Magister/Spymistress/General/Warden team, they let a team of the Spymistress's minions and some allies handle it:
> Inquisitor, one of the Spymistress's underlings
> Witch, the Magister's future wife
> The Spymistress's Winter Wolf companion
> Mikmek the Royal Assassin
> Perlivash, with Maestro Sorcerer levels
Yes, in that order respectively.
... it was an experience, heh.
| Murph. |
I've run RRR once and played in it once, and from both of those, I'd be amazed if they make their timing actually work. There are some *tough* encounter areas out there -- 5 mini-dungeons, if I recall correctly? -- and consumables end up getting, well, consumed.
I wouldn't worry too much about fitting in the "kingdom events"; the real impact is just htat they're going to close out the book with a much smaller city/kingdom if they pound through everything in just 2 or 3 months. At that point, you might strongly suggest that they spend 6 months or so focused on getting their settlement through the winter months or whatever before you trigger the events of book 3.
edit: And, to your concern about being prepared, ask them up front what their intended exploration pattern looks like, so that you know what to plan for. My groups tended to do left-right "typewriter" searches; it sounds like they plan a down/up zigzag.
Again from memory, if heading down/up in the southwest quadrant from the fort, they should hit a couple encounter areas really quickly that tie them up for a session or two and give you time to plan ahead.
| Nique29 |
Well, they explored the hex with a certain old woman and the Candlemere hex our first session. Candlemere hex was ampped up considerably and they ALMOST ran away (I had them surrounded by Wisps, which they now despise). They ended up trading knowledge of spells like Cause Fear and Raise Undead to two of the Wisps who were fighting them the most, for safe passage. Those two took off with their two strings and the others followed. The Wizard and somewhat leader of the group (I have one player who EVERY game we play HAS to lead the party, even if another player WANTS to lead) is quite angry about this and hates that he had to bargain with such evil entities.
They also encountered Robin Goodfellow in his hex (I put him nextt to the King of the Forrest) and got to deal with a hex that's constantly changing. They decided they will NOT be building in that hex.
They took out the King of the Forrest last night, and succeeded in their survival check to remove the head for mounting and in skinning it as well. They know it won't count as "dragon hide" for purposes of that specific armor but they want to make Oleg (who they befriended) a fancy new "almost dragon hide" cloak. "Who needs oilskin when you can wear dragonskin?!" asked the Paladin as he skinned the thing...
With that done, they decided they should probably start heading back, the cleric memorized a casting of Gentle Repose the next morning so that she could use it on the head to make sure it didn't rot before they got back. They encountered a "wandering tribesman" in the woods making his way towards their capital city. I played up the "rough" look of him, and how wild and mangy he was. They befriended him quite easily and I think its going to make the ensuing werewolf event when they get back much more intense... They know this guy, he was so friendly...
They went to the Lizards folk towards the end of our session. They befriended some guards and were going to go speak to the King when they heard Tig scream (he was near death). The guards visibly flinched at the sound, and with some more diplomacy the players learned that they have a "New God" who is a "bad God" and makes them "hurt and scare, but not eat". Long story short they killed the chief and his pets, named one of the "Braves" the new leader (after asking the two guards which one they'd follow) when he responded "Let it go" to their question "What do you plan to do about the child?". Then, while the Paladin was taken to Tig (who had almost died before the Paladin got there), the rest went to kill the "God". Which they had already decided had to be a Wisp. In that ensuing fight I almost killed the Wizard...
| RobRendell |
Sounds like you have it well in hand :)
You said you were planning on using DM's Hargulka's Monster Kingdom ideas. Throwing the invitation to the Monstrous Feast from Chief Sootscale at them when they return with the Forest Drake head and Tyg should give you a good chance to introduce Hargulka before they stumble into his territory, so even if they resume their systematic exploration they'll at least have some context for what they encounter.
| Philip Knowsley |
Philip Knowsley wrote:Likewise. I also never got around to doing Kundal - though I've been considering adding a "Big Bad Wolf" themed event to Chapter Six.Inneliese wrote:If not... just give Malgorzata more levels/cultists and run her as a higher CR event in between RRR and VV?I did this - worked fine.
Heh - in my game they met & killed Kundal... But I am dealing with a bunch of
players who almost never consider where people come from, or the consequencesof their actions against 'normal folk'...
Kundal turned out to be the husband of one of the women in the Cult of G,
which is how she became embittered... :)
(That'll teach 'em...)
She also got away, as she wasn't in the underground store room the cult
was meeting in when the party attacked... Oh what fun I shall have. ;-p
| Montana77 |
Isn't their kingdom going to take severe hits for vacant positions?
No ruler, and several others gone like that will wreak havoc with their economy, loyalty etc.
The rules are clear, you have to spend 1 week a month ruling the kingdom. The rules say any hex in the kingdom will do. But the capital seems logical for those things.
| Orthos |
Already accounted for - read the first post again. They plan to travel out one way for a few weeks, come back (presumably to do their one week of civil service), then head out the other way for a few weeks before heading back again.
Now if some event - bad weather, getting lost, etc. - should delay their return, that's another thing.....