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Old 12-01-2019, 08:06 AM   #1
DouglasCole
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Default Re: Noršlond questions

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Originally Posted by Magic_Octopus View Post
I have another one about the Random Village Generator in Citadel at Nordvörn:

Do you add the wealth roll to the infrastructure roll to determine infrastructure?

From page 64:


The modifiers can add to +8, so the highest possible result is 13, but the table has results for rolls of 17+.

I think the above passage should read: Take the Wealth Roll, and add 2d6-7 again, applying any of the modifiers that apply, to determine the infrastructure roll.
Yes. Add to the wealth roll a second 2d-7
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Old 12-16-2019, 04:51 AM   #2
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Default Re: Noršlond questions

Thank you Douglas!

I have another question:

Previously, I have run games with mysteries in them, and sometimes I have struggled to convey the whole story to the players. They have left without a clear picture of what was going on.

This happened with Hall of Judgment, where after defeating the demon the players were wondering what the place was actually about, and why the demon was there, etc.

Here's my conundrum with Citadel of Norvörn:
Could someone give some pointers on how to let the player characters know about Orm's (or his grandfather's) deal, the breaking of it, and the consequences? I have set the game up so that they will find out slowly about the creeping alfar threat, and also the connection between the bandits in Veiddarlond and Gunnulf.

But I haven't really figured out yet how should the players learn about Orm's deal, and what that entails. It is an interesting story, and I don't want to leave my players hanging.

Any advice on this front?
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Old 12-17-2019, 01:28 PM   #3
DouglasCole
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Default Re: Noršlond questions

Quote:
Originally Posted by Magic_Octopus View Post
Thank you Douglas!

I have another question:

Previously, I have run games with mysteries in them, and sometimes I have struggled to convey the whole story to the players. They have left without a clear picture of what was going on.

This happened with Hall of Judgment, where after defeating the demon the players were wondering what the place was actually about, and why the demon was there, etc.

Here's my conundrum with Citadel of Norvörn:
Could someone give some pointers on how to let the player characters know about Orm's (or his grandfather's) deal, the breaking of it, and the consequences? I have set the game up so that they will find out slowly about the creeping alfar threat, and also the connection between the bandits in Veiddarlond and Gunnulf.

But I haven't really figured out yet how should the players learn about Orm's deal, and what that entails. It is an interesting story, and I don't want to leave my players hanging.

Any advice on this front?
it's an interesting question, and I'm pleased that you decided to pick up that bit of story-building.

There are several possibilities here, I guess. Probably more than I can think of.

One is "the guy or one of his aids wrote down some things, like a diary"

Another is a general set of Hidden Lore (Faerie) or something like it that will give the "rules" for such an exchange. How the binding of the grandfather can pass to the children. That breaking a vow with the faerie gives that faerie power over all of the things you consider to have influence over (especially your land and family).

A good way to bring that out is to have skalds (bards) sing songs of faerie tricks and betrayal in taverns, or have the party overhear a mother or father singing songs or telling tales to children. They would serve the same goal as the "real" fairy tales in our history: warning that misdeeds and bad judgment have consequences.

Having different songs come up that each give a moral lesson about making and breaking deals, how a stalwart and honest person can be killed but never taken by faerie, never make deals, that spoken three times must be true, did I mention never make deals?

That sort of thing would be a good way to seed the ideas without stopping for "and now it's time for GM exposition"
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Old 12-17-2019, 04:02 PM   #4
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Default Re: Noršlond questions

Thanks again Douglas! Very cool stuff about the skalds and songs. I need to use them more in the campaign!
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Old 12-17-2019, 04:18 PM   #5
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Default Re: Noršlond questions

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Thanks again Douglas! Very cool stuff about the skalds and songs. I need to use them more in the campaign!
A 16-page book on Skalds/Bards really ought to be on my Wish List of things to write for Nordlond. They're too important to have as a generic bard.
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Old 12-17-2019, 06:05 PM   #6
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Default Re: Noršlond questions

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A 16-page book on Skalds/Bards really ought to be on my Wish List of things to write for Nordlond. They're too important to have as a generic bard.
I'd be interested.I mean I bought all your stuff already so thats not much of an incentive but still...
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Old 12-17-2019, 08:43 PM   #7
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Default Re: Noršlond questions

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I'd be interested.I mean I bought all your stuff already so thats not much of an incentive but still...
I'll second that! I can't get enough of the new DFRPG and Nordlond books!
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Old 12-21-2019, 02:34 PM   #8
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Default Re: Noršlond questions

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A 16-page book on Skalds/Bards really ought to be on my Wish List of things to write for Nordlond. They're too important to have as a generic bard.
They should be more martial than your average DF bard.
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Old 12-21-2019, 03:38 PM   #9
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They should be more martial than your average DF bard.
That definitely needs to be one of the different flavors.
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Old 09-20-2022, 07:30 PM   #10
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Default Re: Noršlond questions

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Yes. Add to the wealth roll a second 2d-7
I just finished writing this exact question as an email to you before I searched here.

Here is a follow up question...

WEALTH Roll (WeRoll) is 2d-7 (5 max) mods of -1 to +3 (4-8).
  • +2 for having a river or large lake.
  • +1 if an established road or trade route passes through it (also use the next-highest line on the Hospitality subtable when determining infrastructure).
  • -1 if the settlement is considered a “borderland” town: if a day’s travel brings you to hostile territory (untamed wilderness, the Dragongrounds, anywhere in the Hunted Lands, etc.), it’s a borderland.”



INFRASTRUCTURE Roll (InRoll) 2d-7 (5 max) mods of 0-4 (5-9).
Modify the Infrastructure roll as follows:
  • +2 to the Infrastructure roll if a Forest village
  • +2 to the effective roll for Hospitality if on a Road
  • +2 to the effective roll for Defensive infrastructure if a borderland village
  • +2 to the effective roll for Economic infrastructure if an orchard is present

Since the table shows 18+ should we be adding the 3d-3 to this roll as well?
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