New Green Ronin adventure paths Starting with NetherWars

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greycrusader
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Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: New Green Ronin adventure paths Starting with NetherWars

Post by greycrusader » Sun Jun 28, 2020 8:43 pm

A few notes and options for the second adventure in the Nether War series, Assault on the Nerian Nexus:

Scene One: If the GM wishes, the heroes might need to deal with panicked, fleeing civilians before taking on any of the villains in the opening scene; the throng of frightened bystanders running from the arcane battle in front of the mansion presents a danger to slower moving individuals (children, physically challenged, the elderly) or simply anyone unlucky enough to trip and be injured. Preventing such unfortunates from being trampled (and potentially killed) requires holding back part of the crowd (DC 15 STR check), evacuating them, or shielding them (if a hero does so with his/her own body, treat as a DC 4 Multi-Attack, Bludgeoning Damage). While such incidents likely present no real danger to the heroes, they may have to deal with several such incidents before getting closer to the Eldrich Edifice, costing them a delay (which comes into play in the finale). Characters with strange or imposing appearances may provoke even more fear from the crowd, and efforts to curtail the panic through force might worsen the situation. The best solution is for the heroes to calm the civilians by gaining their collective attention (be creative!) and then succeeding on a DC 18 Persuasion check; one degree of success quiets the crowd for a round, while two or more allow the player characters to calmly direct their evacuation from the area. Of course, heroes with appropriate psi-talents would be of great help in containing the situation.

Other possible Hazards include frightened police mounts (treat as heavy horses or even war horses) or attack dogs lashing out at civilians or heroes; calming the animals requires either Persuasion (at the usual -10 penalty) to improve their mood from "Hostile" or a DC 15 Expertise:Animal Handling skill roll. Heroes can also try to mount panicked horses and rein them in, either a DC 20 Athletics or DC 15 Expertise: Riding check.The poor beasts might also be mind controlled, perhaps acting out the last command given to them by a villain by an already defeated villain. The heroes should strive to harm the animals as little as possible, of course.

Although not detailed in the adventure, the Devil's Advocates head up a fairly large Freedom City outlaw biker gang; the GM should assume 2-3 members of the DA motorcycle club are present for every hero; either use their statistics from the Rogues Gallery book or just have a mix of the Criminal/Goon archetype minions atop motorcycles, wielding clubs, chains, blades, and heavy pistols.
Last edited by greycrusader on Sun Jun 28, 2020 10:20 pm, edited 1 time in total.

greycrusader
Posts: 530
Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: New Green Ronin adventure paths Starting with NetherWars

Post by greycrusader » Sun Jun 28, 2020 10:19 pm

Scene Two: Note the heroes could certainly use the slower pace of this scene as respite, allowing them to recover from any injuries sustained in the first scene, but this counts as a Delay for the purpose of the final scene.

As the heroes interact with Seven through the magic mirror, a successful DC 25 Insight skill check indicates the young mage's concern over the situation subtly shifts to annoyance or even distraction as they continue to converse, as her attention seems focused elsewhere. While this heroes may attribute this to Seven being trapped in a nether-realm presiding over demonic subjects, team members with knowledge of Adrian Eldrich's former apprentice might note it as out of character.

greycrusader
Posts: 530
Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: New Green Ronin adventure paths Starting with NetherWars

Post by greycrusader » Wed Jul 01, 2020 2:53 am

Scene Three (The text below containers spoilers; just select the text and hold SHIFT to reveal):

If the Gamemaster wants to bump up the challenge of this encounter, have the heroes arrive after Devil Ray and Vlad Dracula have already claimed their weapons from Adrian Eldrich's vault; in this case, the villains detect the heroes approach and lie in wait for them, taking cover behind a towering clay statue (actually a inert golem). They will attempt to surprise the heroes, attacking while they are flat-footed and vulnerable.

Devil Ray's PL can be bumped up by increasing the DC of the Perception Damage caused by the totem stolen from the vault, to pose a greater threat to a more numerous or luckier hero team.

Option: If the heroes are too easily overcoming the dire duo, allow Dracula to tap the dormant life energies of the golem, allowing a one time Healing effect for himself and his "partner', removing one Damage Condition from the villains. For additional fun, have the spell awaken the golem, and let it run amok, attacking everyone in the room, villain and hero alike!

greycrusader
Posts: 530
Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: New Green Ronin adventure paths Starting with NetherWars

Post by greycrusader » Thu Jul 02, 2020 2:15 am

Scene Four (again, this post includes spoilers):

Prior to their encounter with the Glipse, the Hall of Mirrors is an excellent place to stage an encounter alternate versions of themselves, perhaps corrupted (Anti-Earth) or fascist counterparts, or even bizarre analogues (like the forms taken on by the Emerald City villain Ersatz); after a round or two of combat, the duplicates vanish, and any injuries the heroes may have sustained are healed when they exit the mirror dimension. If the GM uses this option, the battle with the doppelgangers should NOT count as a Delay in the 5th and final Scene.

An additional option for the Possibility Shards is they may automatically "awaken" and work a change on any hero carrying them; after a shard has been in a character's possession for more than 5 minutes, roll each round thereafter, with a result of 11+ indicating the shard activates, subjecting its' bearer to a DC 15 Affliction effect (3rd degree only, Resisted by Fortitude, Transformed as listed in the text); this effect is Subtle, requiring a DC 20 Perception skill roll to detect unless/until the character actually transforms.

If the heroes use the Possibility Shards in combat (either as melee or thrown weapons), allow them to apply the full DC 15 rank of the Affliction, regardless of PL limits; however, a shard vanishes after striking a target, regardless of whether the Affliction take effect or not.

If a hero rolls a Jump Start for a Transformation result, award a Hero Point for the setback. Alternately (my preferred option), characters regressed in age may use the Seize Initiative advantage up to 3 times without spending a HP (reflecting youthful vitality), while those made older gain Skill Mastery (any of choice) and Teamwork, to simulate additional years of experience.


Should the GM use the option of showing the heroes events from possible future timelines, they might catch images from their upcoming confrontation with Medea. Any heroes who succeed on a DC 20 Insight or Perception check gains a +2 circumstance bonus to their Initiative for the first round of Scene Five; three or more degrees of success grants a +5 circumstance bonus.

If any team members are hurt, the Gamemaster may rule they automatically remove one condition during the interim of this Scene.

Hope a few out there are enjoying these! All my best.
Last edited by greycrusader on Fri Jul 03, 2020 1:25 am, edited 1 time in total.

greycrusader
Posts: 530
Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: New Green Ronin adventure paths Starting with NetherWars

Post by greycrusader » Fri Jul 03, 2020 1:25 am

Scene Five/Finale:

If the GM believes the team is winning too easily, consider the option of allowing Medea to summon "time-duplicates"; echoes of herself from a few seconds in the past and future, one for each hero. These are PL 8 versions of Medea, except they lack her Summon ability and are treated as semi-minions, in that they disappear after failing two Toughness checks (or a single check by two or more degrees). They do act independently, and the real Medea can use all her other powers while the duplicates battle the heroes.

And that's it! All my best.

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