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*Dungeons & Dragons
Curse of Strahd "Edits"
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<blockquote data-quote="touc" data-source="post: 7516394" data-attributes="member: 19270"><p>As to the Abbott, seriously, keep him as-is. He's one of the creepiest guys if you script a few tag-lines and mannerisms for him (as in my last post). <em>You should do this for all the major NPCs, BTW, as this is a very NPC and story-driven campaign. For example, the Baron in Vallaki might "ahem" and clear his throat each time he's making a point, and I followed a suggestion to turn the Wachter brothers into a pair of "yo bra, let's get a beer" guys who latched on to one of the players. Later, when things get rough and the party finds out a dark secret and inadvertently has their scheming mother assassinated (long story), they get more morose, turning into angry drunks.</em> </p><p></p><p>When the Abbott sent his minions into town (because the townfolk failed to follow thru with a promise to him) and the burgomaster hung himself in shame, the party began to see the true scope of his righteous insanity. The Abbott is a perfect complement to Strahd because he sees one perspective and in that perspective, he is always right. </p><p></p><p>As to the Mad Mage, not a fan of it after having run him. While there's a story about this possible ally wandering the woods, he's scripted to attack the party, and if done at the wrong time in their adventuring career (and you play him aggressively), he'll mop the floor. He's scripted to be uncurable by any means the party would have at their disposal, so in retrospect, I might have turned him into an insane hermit, not the might MK, with a fraction of his magic left (enough to scare away the wolves). You could instead script him with cryptic ramblings (everything is a metaphor, for example) that a patient party could wade through to glean a piece of lore you want them to have.</p></blockquote><p></p>
[QUOTE="touc, post: 7516394, member: 19270"] As to the Abbott, seriously, keep him as-is. He's one of the creepiest guys if you script a few tag-lines and mannerisms for him (as in my last post). [I]You should do this for all the major NPCs, BTW, as this is a very NPC and story-driven campaign. For example, the Baron in Vallaki might "ahem" and clear his throat each time he's making a point, and I followed a suggestion to turn the Wachter brothers into a pair of "yo bra, let's get a beer" guys who latched on to one of the players. Later, when things get rough and the party finds out a dark secret and inadvertently has their scheming mother assassinated (long story), they get more morose, turning into angry drunks.[/I] When the Abbott sent his minions into town (because the townfolk failed to follow thru with a promise to him) and the burgomaster hung himself in shame, the party began to see the true scope of his righteous insanity. The Abbott is a perfect complement to Strahd because he sees one perspective and in that perspective, he is always right. As to the Mad Mage, not a fan of it after having run him. While there's a story about this possible ally wandering the woods, he's scripted to attack the party, and if done at the wrong time in their adventuring career (and you play him aggressively), he'll mop the floor. He's scripted to be uncurable by any means the party would have at their disposal, so in retrospect, I might have turned him into an insane hermit, not the might MK, with a fraction of his magic left (enough to scare away the wolves). You could instead script him with cryptic ramblings (everything is a metaphor, for example) that a patient party could wade through to glean a piece of lore you want them to have. [/QUOTE]
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