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PaganMegan

Norse/Northlands Campaign, No Grumps!

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Thinking on it, the Witch-Born Prince might actually be one of the good guys.

 

But is the only actual son of Zmei Petrov.

 

King Olaf's line is ended, the last died in the Keep the PCs are exploring, more than ten years ago.

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Which means I need to stat out the Queen, and that she KNOW'S that Olaf is not Olaf.

 

I am thinking, maybe green hag? Or night hag. Nightmare powers sound best, and give her a shapechanged Nightmare as her horse that no one else can ride.

 

My original plan was that she had corrupted Olaf, and murdered his first wife and his best friend with poison.

 

But an epic battle with a zmei works much better than a climactic battle with a glass cannon.

 

And the Prince DOESN'T know, and thinks he is human, when he is not human at all.

 

Need to find or make some good stats for the zmei as well, the stories give them Plot Powers. ::P:

 

Climax at APL 18, I think.

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The werefox has been rescued.

 

I repeat, the werefox has been rescued.

 

When the party next rests, she is going to try to seduce Grump's Piotr the paladin.

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I never considered that he might offer to adopt her.

 

And tell her that she didn't need to rush for a husband, what she needs is a family.

 

And then roll a 19 on his Diplomacy roll, for a 27 total. Class skill, a trait, and a feat.

 

I may make her annoying by having her actually fall in love with him, not just want to marry him for protection. ::D:

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Hi,  I listened to Northern Wayfarer by PelleK last night,  and was thinking that song is a pretty good fit for your game.  You should check it out. 

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15 hours ago, Citrine said:

Hi,  I listened to Northern Wayfarer by PelleK last night,  and was thinking that song is a pretty good fit for your game.  You should check it out. 

Awesome!

 

Northern Wayfarer Sailing nearby the coast, windy on the Barents Sea

What a sight - what a feeling - to be so free

The opulent snow banks on the dark green dying grass spots

Old settlements on the coast where our forefathers fought

Now my life begins on the open sea I'm content for the first time

I know this is right and I'm ready

Northern Wayfarer!

Starting my new life

Northern Wayfarer!

Northern Wayfarer!

In my heart and in my head

Northern Way, Northern Way Northern Wayfarer!

Passing and old stone chapel, we bid our Norway farewell

The Russian landscape unfolds, vigor burns in our souls

A burning sense of conceit - we have the world at our feet

The East Siberian Sea surrounding me

Starting my new life on the open sea!

I'm content for the first time

I know this is right and I'm ready

Northern Wayfarer!

Starting my new life

Northern Wayfarer!

Northern Wayfarer!

In my heart and in my head

Northern Way, Northern Way Northern Wayfarer!

Starting my new life

Out on the sea

Out on the sea - the Northern Way

We carry out our destiny along the fjords courageously

In wind and rain on (the) Barents Sea, we know this is what we were born to be

Wild reindeer, bears, and mountain ox run by our side down by the docks

The Northern Wayfarer is in our hearts 'til the Dovre Mountains fall apart

Northern Wayfarer!

Starting my new life

Northern Wayfarer!

Northern Wayfarer!

In my heart and in my head

Northern Way, Northern Way Northern Wayfarer!

In my heart a Northern wayfarer

Northern Wayfarer!

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Putting Shadowed Keep on the Borderlands in as their first real adventure was a bit of a mistake.

 

It is too large, and I think they will be 4th level or so when they get out, which cuts down on the exploration and hex crawling.

 

Some of the hex areas will be WAY too low level when they get to them.

 

I can bump them up, but that means the next area will then be too low level, which means bumping THEM up.

 

But I wanted them to have a keep....

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2 hours ago, PaganMegan said:

Putting Shadowed Keep on the Borderlands in as their first real adventure was a bit of a mistake.

 

It is too large, and I think they will be 4th level or so when they get out, which cuts down on the exploration and hex crawling.

 

Some of the hex areas will be WAY too low level when they get to them.

 

I can bump them up, but that means the next area will then be too low level, which means bumping THEM up.

 

But I wanted them to have a keep....

So cut back on the keep encounters.  Or shift to milestone xp and hold them back to where you want them.

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2 hours ago, Dilvish the Deliverer said:

So cut back on the keep encounters.  Or shift to milestone xp and hold them back to where you want them.

It's the time, more.

 

And I DO want them to EARN the keep.

 

I just didn't block out how much time and levels it would eat up.

 

And I tied the deepest levels to what happened to the eldest prince. He's dead, and his son's ghost haunts the crypts, from when the goblins over ran the keep, coming up through the depths.

 

The party doesn't end up with a lot of treasure, but does get a lot of XP.

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I am thinking about stealing part of that conclusion jump, the cursed shield idea.

 

But Sera will NOT be Wolfshield's daughter.

 

I never thought of having her be a were red wolf. But I am sticking with fox, for reasons.

 

They hit 4th level early last game.

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One more biggish dungeon after this, the Goblinstair.

 

But is a different kind of big, so that's okay, six floors, total, but each level is only 100' x 100'.

 

The big is mostly up and down, plenty of plummeting opportunities. :lol:

 

It was supposed to be goblins, but I want to introduce the orcs as a main arc, so orcs it is.

 

From the Map of the Month Patreon we are in.

 

They will have to find it first, it's a cave, so a bit harder to find, and they will have to do some hex crawling.

 

At least one ranged combat, with an orc witch chucking a lightning bolt, and orc archers shooting arrows. The PCs will be above them, and one of the fast ways down is to jump down.

 

If the Jump roll fails it is a lot further down.

 

While bog, there are not a lot of monsters, the PCs shouldn't gain more than a level, maybe a level and a half.

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Clearing the Goblinstair can be accomplished three ways.

Wipe out the gobbos.

Wipe out more than half the gobbos or all their leaders - then they flee.

Or bribe them with a better place, turning them into unreliable allies.

 

The goblin they let go earlier will be the negotiator, if they negotiate. If they negotiate, he will become one of the goblin king's advisors.

 

Them killing the fiendish ogre is a point in the PCs favor. The goblin they freed already assumes that they beat the ogre.

 

The Goblinstair becomes a Resource once cleared, and can be turned into a mine.

 

 

Hexploration starts game after next, if they can clear out and cleanse the crypts this week.

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I think I just realized why Pathfinder dungeons are so small.

 

Big ones take up a lot of time, not just for writing but also playing.

 

And they give a lot of XP because of all the combat.

 

Printing the dwarf ruins.

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