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Help a newer DM with homebrew world ! How do I complete the story !
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<blockquote data-quote="zebby" data-source="post: 8662153" data-attributes="member: 80625"><p>Hoo ! good idea, thanks. I havent tough about awnsheglien directly. I could have them play a more dynamic roles in the birthright system, true. I didnt want all 3 important bad guys of all 3 sections to be the same 7 dudes. </p><p></p><p>Monster Hunts will needs information gathering, tracking of the lair, gethering hints from past encounters and clues from battle site, testing different strategies and retreating before things gets too dangerous before they can really take them down. Fighting head on will result in a TPK.</p><p></p><p>I wanted the 7 Chaotic champions to be the BBEG of the D&D section (like a whole group instead of a single bbeg) .</p><p></p><p>As for Birthright, I only though just about random enemies already living on the continent, but I like the idea of 7 awnsheglien bosses controling 7 factions and you must destroy 'em, or break their links to the Nature God with manipulating leylines.</p><p></p><p>I though about it since last time, I'll give a % score to represent the Natural energy on teh continent (starts at 100%). And each time the PC destroy natural stuff ( taking control of a leyline and turning it to the sun, killing a legendary monsters, killing the 7 chaotic champions, etc ) I'll lower the %, so it'll give them an opportunity to progress the story no mather what they do. It gives me an ez way to control the pacing of the campaign, as I can decide some events lower dramatically the % to hasten the climax of the story, depending on how the game progress.</p><p></p><p>I can also link it with a concept I put in the game : power easily attainable that corrupts. They can use a corrupt version of their base class power ( the Druid shapeshift have 'enlarge' cast on him, so he can shapeshift into a large bear, the barbarian rage gets a stronger version more like a werewolf ( he use the path of the beast, giving him bite and claw attack when he rages, stuff like that.). When they do use it, they get a corruption point, which is counted by putting a dice or their color (they each have a color) in the "Hands of Fate" ( a skeletal hand holding a wine cup, my wife's halloween decoration). </p><p></p><p>At certain point, I roll all of the corruption dice, and they get a curse for each 1 I roll. (small curse like : "animals hate you and will always target you 1st", "at 0h00, you fall dead asleep, and can only wake up when touched by the sun at 6h00 am", small stuff like this. They each will eventually get a more important curse, personal to them and their storyline.</p><p> </p><p>I could make it that the lower the continent Natural God energy is, the stronger their cursed ability become, as more and more power from the God leaks down below, it's more enticing to use when facing the bosses of the game, and it explains why the ability scale better with their level.</p></blockquote><p></p>
[QUOTE="zebby, post: 8662153, member: 80625"] Hoo ! good idea, thanks. I havent tough about awnsheglien directly. I could have them play a more dynamic roles in the birthright system, true. I didnt want all 3 important bad guys of all 3 sections to be the same 7 dudes. Monster Hunts will needs information gathering, tracking of the lair, gethering hints from past encounters and clues from battle site, testing different strategies and retreating before things gets too dangerous before they can really take them down. Fighting head on will result in a TPK. I wanted the 7 Chaotic champions to be the BBEG of the D&D section (like a whole group instead of a single bbeg) . As for Birthright, I only though just about random enemies already living on the continent, but I like the idea of 7 awnsheglien bosses controling 7 factions and you must destroy 'em, or break their links to the Nature God with manipulating leylines. I though about it since last time, I'll give a % score to represent the Natural energy on teh continent (starts at 100%). And each time the PC destroy natural stuff ( taking control of a leyline and turning it to the sun, killing a legendary monsters, killing the 7 chaotic champions, etc ) I'll lower the %, so it'll give them an opportunity to progress the story no mather what they do. It gives me an ez way to control the pacing of the campaign, as I can decide some events lower dramatically the % to hasten the climax of the story, depending on how the game progress. I can also link it with a concept I put in the game : power easily attainable that corrupts. They can use a corrupt version of their base class power ( the Druid shapeshift have 'enlarge' cast on him, so he can shapeshift into a large bear, the barbarian rage gets a stronger version more like a werewolf ( he use the path of the beast, giving him bite and claw attack when he rages, stuff like that.). When they do use it, they get a corruption point, which is counted by putting a dice or their color (they each have a color) in the "Hands of Fate" ( a skeletal hand holding a wine cup, my wife's halloween decoration). At certain point, I roll all of the corruption dice, and they get a curse for each 1 I roll. (small curse like : "animals hate you and will always target you 1st", "at 0h00, you fall dead asleep, and can only wake up when touched by the sun at 6h00 am", small stuff like this. They each will eventually get a more important curse, personal to them and their storyline. I could make it that the lower the continent Natural God energy is, the stronger their cursed ability become, as more and more power from the God leaks down below, it's more enticing to use when facing the bosses of the game, and it explains why the ability scale better with their level. [/QUOTE]
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