| BigCoffee |
Currently about to restart DMing Kingmaker after months of hiatus, I realize that my players are smack dab in the middle of Armag's tomb at the end of book 4. Nearly out of ressources they've beaten nearly everything except the cleric, Armag and some of the bloody skeletons.
Despite being only 3 players, they are managing things well enough with a slightly higher amount of WBL and being 25 point buy. But with the sorcerer having gotten Teleport recently, he always keeps it in hand to go back to their castle to rest for the night.
Assuming they go back to heal and rest (and eat supper, they basically go back for supper). I was thinking of Armag just up and leaving with his transformation finished. He'd probably be busy going back to unite the barbarians under his thumb again.
On the other hand I was thinking of simply making teleport impossible inside the cave. Gorum wouldn't like people running away from a good fight while they are still good to go, but I feel that this might punish the players too much.
tl:dr how did you guys deal with players teleporting/taking their sweet time with Armag and the consequences?
| Spatula |
Having Armag out in the open could potentially just make him an easier target. In the tomb, the PCs have to pass through Zorek first, have to enter through the one door, don't have a lot of room to maneuver/fly, etc.
But I suppose that if the transformation is complete, he might be more powerful in some way.
Alternatively, IIRC Zorek is high enough level to cast forbiddance. And I think the Divine Guardian template also grants it as a SLA. So you can just declare that the area has been warded against teleportation.
| pennywit |
I haven't gotten to that point yet (my players are just starting VV), but I'd treat it just like anything else: The Stolen Lands are a living, breathing ecosystem. The monsters don't sit in their evil lair and wait for you to come kill them. Hell ... who's to say he doesn't have a Doohickey of Teleportation himself?
In this case, IMO, I think making the cave teleport-proof is a little bit of a cheat. But what if you twist it a little bit? The whole point of Armag's tomb, as I understand it, is to test aspirants who seek to claim his blade and his mantle as a barbarian warlord. What if the cavern is one-way TP proof? That is, you can teleport out, but you can't teleport in? After all, if people could just teleport in, there'd be no point to testing their worthiness! And if they can teleport out, then they're not worthy of Gorum's favor!!
If your players are using teleport as an escape clause, I think you're entirely within your rights to have Armag leave the tomb after his transformation. In fact ... your players teleport back, land outside the tomb, and perhaps he meets an army of Tiger Lord barbarians who have come greet him!! (This will teach your players the importance of the "scry" part of "scry and fry.")
As far as Armag himself, I think that the biggest consequence is that the barbarian horde is going to go a-rampaging. Fort Drelev, the PCs' kingdom, whatever's nearby and smacks of civilization's soft underbelly. Now, the question is what will one Castruccio Irovetti do about this? I've got a pretty damn fiendish idea. What if Irovetti offers the players an alliance? He sends his armies against Armag from one direction, while your players (starting mass combat a little early) send their armies against Armag from the other.
Assuming Armag is defeated, then Irovetti invites the players to Pitax for a tournament where they celebrate their victory ...
| BigCoffee |
I do think I'l have Armag up and leave, and Zorek will end his term and the cave will close. Loss of loot and current exp. Armag leaves for 10-15 years to re-unite the barbarians into a blossoming horde. If he beats the PC's armies later on, he snowballs into Armag 2 and goes on to conquer everything like his predecessor.
Irovetti (who had a smahh horde of barbarians on payroll if I remember book 5) loses some of his men, but sees the opportunity to assist the pc's. Make them do most of the work all the while placing his people in place to counter after the war. Something like that. And the Armag+Skeletons bossfight might evolve into Armag+Herald of Gorum bossfight in the middle of an army clash.
| Philip Knowsley |
I do think I'l have Armag up and leave, and Zorek will end his term and the cave will close. Loss of loot and current exp.
And when the players go back - telegraph some of what they missed out...
Show that until recently the place was inhabited. Leave clues about thetransformation that took place, have Zorek's journal left behind, aged
writings carved into the wall speak of Armag's final test & how hard it
shall be...& leave evidence that it's been passed...
If you structure it right, your players will have a facepalm moment when
they realise that they LET this happen...it's their fault...they could have
stopped it if they'd only just been in time... Heh heh heh.
| BigCoffee |
The 10-15 year part is to make them work up from Duke to king and have a semblance of normal life. Besides, Armag's *horde* is kinda weak and tiny now, 10-15 years of training, gathering followers (all the while keeping raids and squirmishes) and so on. He's a raging monster of a man, but even he knows that he can't take the river kingdoms and the world with only like 4 thousand weakened and soft barbarians.
| pennywit |
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I dunno. I know teleport holds a special place in the hearts of many players, but forbiddance is- in my opinion alone- common sense when protecting one's sanctum santorum. I don't think it's a cheat to have teleportation be impossible for certain private dwellings.
For Armag's tomb, I kind of like the idea that it's possible to teleport out, but not to teleport back in. It's a way to separate the warriors from the cowards.
| Orthos |
True, that's interesting. I've also been checking the avatar of Gorum in the end of book 4 or 5 (I forget) and he seems like a massive pushover for CR15.
The First Blade? That's not his avatar, that's his herald.
All Heralds are CR 15, so they can always be conjured up by Greater Planar Ally.
| Mackenzie Kavanaugh |
From an in-universe perspective, it makes a lot of sense too. Heralds aren't nearly as powerful as solars, but if the good-aligned deities started sending solars to fight battles on Golarion, then the evil deities could unleash their pit fiends, balors, and fiendish great wyrm dragons. Heralds represent pretty much the upper end of what the gods can send to mortals in dire need without breaking the fragile 'truce' between the planes of the Outer Sphere. Yeah, you could also request the aid of a CR 16 planetar, but the herald is a divine servant of your deity, and is going to be much easier to persuade to do what you want, especially at risk of death.
| FatR |
Armag has no power that could conceivably allow him to run or hide from a PC party that includes full spellcasters. Or, if I correctly remember his stats, a perfectly mundane tracker. His only hope of doing anything is to continue being a closet troll and hope PCs will come into his range. In open space he's a big EXP pinata, nothing more.