A bann too many [spoiler!]

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A bann too many [spoiler!]

Postby zanwot » Wed Dec 07, 2011 9:04 am

[Gosh I hate the timeout on this site, third time I write this message!]

SPOILER ALERT! PLAYERS STOP READING NOW!

I will be running a Bann too Many at last with my group of three players, adding a new one (probably a rogue).

I intend to make some changes to increase the dramatic aspect of it, and would welcome you guy's comments, especially if you already ran the adventure:

* With my set 2 in hand I intend to increase the level of Blacktail somewhat and give him some more efficient / scary spells (such as Horror, Repulsion field, maybe blood magic?) to give him a better exit if he is revealed (Which I would prefer) and make the players look twice at the Apostate PC (who did his coming out at last session). Any advice, specific spells?

* What about making Blacktail a shapeshifter with a mind control artefact, have any considered this?

* I intend to make one PC know Trumhall from childhood, so that his infamy seems doubly strange and more dramatic. I was even thinking of the new Rogue who would be hoping to use / profit from his old friend a bit after hearing he became a Bann, but maybe I have an even sneakier plan for that PC (below). Any loophole I overlooked?

* I may make the new rogue PC actually intially on his way to join Waldric, and just jump onto opportunities with the PCs as they come... Maybe should make Waldric know him for extra drama... I think the other players, although mostly new to roleplaying should be ok in principle, and the player in question would probably like it an maybe even over do it... But would it just be too many treacherous stuff piled up for new players to the RPG? Would the potentially treachery of the new Rogue PC be too dangerous for the survival of the group?
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Re: A bann too many [spoiler!]

Postby Elfie » Wed Dec 07, 2011 11:20 am

Be careful about putting too much thought into boosting Blacktail. This adventure actually ends up WAY more dramatic if they kill the Mabari before ever discovering his secret. This is what happened in my group, and he reverted to human form. They then assumed that Trumhall was working with apostates, which added fuel to the fire when they reported his dealings with Waldric to the local villagers. The village then revolted against Trumhall (who had now reverted to normal), and slaughtered him while the party watched triumphantly. They kept the Collar of Obedience (even though the book says not to let them), and when they brought it to a wise man they know, he explained it's use and they realized that they had gotten an innocent man slaughtered.
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Re: A bann too many [spoiler!]

Postby zanwot » Wed Dec 07, 2011 12:12 pm

Elfie wrote:(...) when they brought it to a wise man they know, he explained it's use and they realized that they had gotten an innocent man slaughtered.

Nice one, the kind of effect I want.

The thing is I am not certain how many sessions I will get with this group, so cannot rely on having a later revelation, and therefor am happy for them to discover/guess the truth at the end even if in all probability by then Trumhall will be doomed... I will probably be able to see how it goes, and also have more visibility on a continuation of the campaign at that time.
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Re: A bann too many [spoiler!]

Postby Andferne » Wed Dec 07, 2011 12:22 pm

I ended up making Blacktail a Shapeshifter. He realized the party was too dangerous to try and take out once they dispatched the bandits and Trumhall later. So instead he tagged along with them as a 'loyal' Mabari. Trying to learn their behaviors and weaknesses so that he might exploit them later.
He revealed himself one night after adventuring with them became exceedingly more hazardous to his health in the Amber Rage. Not wanting to risk infection he made his move. Instead of striking out against them openly he instead waiting and stole all their stuff. Then fled in the dark of night. He's not been a reoccurring villain and one they hate with a fiery passion.

I'm toying with ideas about linking him with Lady Baranti. So that he has connections to her.
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Re: A bann too many [spoiler!]

Postby zanwot » Mon Dec 12, 2011 6:19 am

Andferne wrote:So instead he tagged along with them as a 'loyal' Mabari.

Nice twist, to keep in mind. Thanks for the input.


I get the feeling A Bann too Many is not that popular, is it because people don't buy the GM's kit? I find it to be the most intersting adventure published so far, with nice twists.
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Re: A bann too many [spoiler!]

Postby Grumm » Sat Dec 24, 2011 9:06 pm

zanwot wrote:
I get the feeling A Bann too Many is not that popular, is it because people don't buy the GM's kit? I find it to be the most intersting adventure published so far, with nice twists.


When I was playing my Qunari, I had the most fun with this adventure too. Mostly from just the role-play with the recruiting.
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Re: A bann too many [spoiler!]

Postby zanwot » Mon Aug 06, 2012 12:22 pm

After a long break with my initial group of players, I got the group started again just before the summer. They are doing a Bann too many, and for the next session I have prepared a special minifig "battlemap" (courtesy of Lego Heroica), thought would be fun to share:
Image
(Larger size available here)

PS: Yeah no I don't have bandit microfigures, so have to make do. But I can't wait top get them to do The Eagle's Lair adventure...
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