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Preview: Northern Isles Game 4


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I am going to be making some changes in round 4. The biggest change is to add in random roles. There will be ten standard ones that are guaranteed to be in the game and roles randomly selected from a list. Of course, this requires some changes in victory conditions.

 

The exact list of roles will not be published. This makes lying statistically easier and makes Machrone a far more important character.

 

I am also adding in a couple more artifacts to bring the total up to five. They will be the Fury Crossbow and the Holy Symbol. I welcome your comments.

 

The ten required roles are:

 

Anama Priest

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: Magic

 

Ability: Once per game, may resurrect one person.

 

Victory Condition: Have the number of Anama members outnumber the mages and servants of Gladwell at the end of the game. The magic users are: Shanker, Gladwell, Sacred Item Cultist, Darkside Mage. Gladwell begins with one servant, the Bound Servant, but may acquire more.

 

Anama Priest can recruit Anama members who are not mages, servants of Gladwell, or Darkside Loyalists. Anyone who joins the Anama gains immunity to magic.

 

Bound Servant

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: Physical

 

Ability: Reveals if your target would be a suitable candidate for recruiting by Gladwell. So long as Gladwell is alive, you are immune to physical damage. When you attack under Gladwell's geas, you will always get the first strike.

 

Victory Condition: Gladwell wins or his geas is broken.

 

You are a servant of Gladwell.

 

Darkside Blademaster

Nationality: Empire

Skill: Power

Attack: Physical

Immune: Physical

 

Ability: None.

 

Victory Condition: All five of the following must be dead, by any means necessary: Dionicio, Shanker, Adventurer or Empire Spy, another random Avernite, and one other random target.

 

Darkside Mage

Nationality: Empire

Skill: Stealth

Attack: Magic

Immune: None

 

Ability: May target one person per day. The target is cursed for the next 24 hours. If the target decides to attack anyone, his or her attacks will be unable to harm the opponent. Note the curse only affects when the target attacks, not when the target is being attacked.

 

Victory Condition: All five of the following must be dead, by any means necessary: Dionicio, Shanker, Adventurer or Empire Spy, another random Avernite, and one other random target.

 

Dionicio

Nationality: Avernum

Skill: Power

Attack: Physical

Immune: None

 

Ability: May target one person, living or dead, per day. Reveals that person's role.

 

Victory Condition: All Darkside Loyalists (DL Blademaster, DL Mage, Domont) dead by any means AND have possession of Crystal Spire at the end of the game.

 

Domont

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Ability: May use one of these per day. (1) Target a role (e.g. Domont), you will learn about any actions that role did for the last 24 hours, (2) Target a Darkside Loyalist role (e.g. Darkside Mage) and give a keyword (must not be a name or other personally identifying information), the person in that role is given a keyword. This second ability is to help you find the other Darkside Loyalists.

 

Victory Condition: All five of the following must be dead, by any means necessary: Dionicio, Shanker, Adventurer or Empire Spy, another random Avernite, and one other random target.

 

Gladwell

Nationality: Avernum

Skill: Power

Attack: Magic

Immune: Magic

 

Ability: You may not attack anyone directly. If any of your servants attack you, you will always get the first strike. You may do one of the following once per day: (1) Compel one of your servants to do any action they could do, or (2) Switch your immunity form magic to physical, or vice versa.

 

Victory Condition: Four randomly generated victory conditions that contain holding two artifacts at the end of the game and two people dead by any means or under your geas.

 

Gladwell can bind other players who are not Anama members or Darkside Loyalists. People who join are immune to physical damage if Gladwell is alive. However, they have the following penalties: (1) Gladwell can override any ability request with is ability and (2) person gains the victory condition that Gladwell must win or be dead.

 

Machrone

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: Conduct an demographic poll of all the living characters. Pick one from this list:

 

* Reveal (at random) one of the randomly selected roles

* Faction identification. (Anama, Gladwell, Darkside Loyalist)

* Magic users.

* Current skill levels.

* Current immunities.

* Nationality.

* Targets of the Adventurer.

* Targets of the Empire Spy.

* Targets of the Darkside Loyalists.

 

Victory Condition: Correctly identify (to the moderator) all of the roles by the end of the game.

 

Micklebur

Nationality: Empire

Skill: Power

Attack: Physical

Immune: Magic

 

Ability: Can detect if a target is a magic user or is a servant of Gladwell.

 

Victory Condition: All mages dead by any means.

 

You are an Anama Member.

 

Shanker

Nationality: Empire

Skill: Standard

Attack: Magic

Immune: Physical

 

Ability: May target one person per day. This person is protected by magical wards from being attacked for 24 hours.

 

Victory Condition: Neither Gladwell nor the Anama Priest win.

 

Since you are a mage, you are automatically enemies with anyone in the Anama. Unless there is another reason, you are NOT an enemy with Gladwell or his servants.

 

The optional roles are:

 

Adventurer

Nationality: Avernum

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: May target one person per day. If that person has any items, you steal one of them (chosen at random).

 

Victory Condition: You must do two of these: Have the Assassin Leather at the end of the game, kill Dionicio, kill Gladwell, kill Empire Spy, kill Darkside Blademaster, kill Darkside Mage, kill Micklebur, kill Skribbane Addict.

 

Aimee

Nationality: Avernum

Skill: Standard

Attack: None

Immune: Most Attacks

 

Abilities: Your target may not perform any actions for 24 hours. You may not directly attack anyone or hold and use items. You can only be killed by: Gladwell, Anama Priest, Vahkos, and Wand of Death. Anyone else who attacks you will learn your role.

 

Victory: Number of Avernites (not counting Aimee) that win is at least twice the number of Imperials that win.

 

Alchemist

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Abilities: Brew one of the following: Heroic Brew, Ironskin Salve, Knowledge Brew, Weapon Poison.

 

Victory: Either Shanker, Gladwell, or the Anama Priest win.

 

Anama Hunter

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None

 

Ability: May target one person per day. Reveals if that person is in the Anama. While attacking someone in the Anama, your skill level is treated as Power.

 

Victory Condition: Total elimination of the Anama sect. The Anama Priest and all followers must be dead by any means necessary.

 

You may join the Anama to go undercover. You will gain the magic immunity, but your victory condition will be unmodified. Also, you do not count as an Anama member when evaluating anyone's victory conditions.

 

Craftmaster Strine

Nationality: Avernum

Skill: Standard

Attack: Magic

Immune: None

 

Abilities: You may craft an item from the list below. Each item on the list may only be made once per game:

 

* Box of Traps

* Clover Boots

* Rod of Alacrity

* Ivory Skull

* Knowledge Brew

* Knowledge Brew

* Resistance Elixir

* Wand of Death

* Warding Crystal

* Warding Crystal

 

Victory: Collect two out of three randomly chosen artifacts.

 

Empire Spy

Nationality: Empire

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: When you kill someone, you will learn their role.

 

Victory Condition: You must do two of these: Have the Flaming Sword at the end of the game, kill Dionicio, kill Adventurer, kill Shanker, kill Machrone, kill Darkside Blademaster, kill Darkside Mage, kill Skribbane Addict.

 

Fae

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None

 

Ability: May assume the identity of any other role (e.g. Fae). You will appear as this role to all information gatherers. Your identity is retained even after death.

 

Victory Condition: Your goal is to trick people into "joining" or trading with you. Anyone who "joins" you, trades with you, or gives you an item ends up dead regardless of skill, immunities, or other effects. Trick at least three people this way.

 

Infiltrator

Nationality: Empire

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: Once per game, may get a free action that does not count towards the 24 hour period. You must specify this in a PM with your action.

 

Victory: Kill three Avernites. Dionicio counts as two.

 

Necromancer

Nationality: Avernum

Skill: Standard

Attack: Magic

Immune: None

 

Ability: Target a dead person, you will learn their role and gain their ability as a possible action.

 

Victory Condition: Use your ability on two randomly selected roles.

 

Nephil Activist

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None

 

Ability: Visit the Fang Clan once per 24 hours with a list of actions. While there, you can do any of the following:

 

* Trade for an item for another with a Fang Clan trader. He has a randomly generated inventory of three items every day that you see.

* Hire the Nephil pathfinder for two items to learn the role of a target.

* Hire the Nephil shaman for two items to offer a blessing towards any player. The blessing gives skill of power for 24 hours.

* Hire the Nephil thief for one item. He steals a random item from a target's inventory (if any) and gives it to you.

* Hire a Nephil assassin for three items. He attacks a target of your choice. Has skill of stealth, physical attack, no immunity, and gets the first strike. If he dies, he may not be hired again.

 

The pathfinder, shaman, thief, and assassin can only be hired to do one action per day.

 

Victory: The following must be dead: Gladwell, Shanker, and the Anama Priest.

 

Oliver

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: Can see the inventory of a target.

 

Victory Condition: Have at least two of three randomly chosen artifacts in your possession at the end of the game.

 

Oliver will have a shop that will be discussed in the rules. Items in your shop may not be used by you except when defending from attacks. You may move items from your inventory to your shop, but not vice versa.

 

Pure Spirit

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: Magic

 

Ability: Can see who the target has killed, if anyone.

 

Victory: Neither the Darkside Loyalists nor Gladwell win AND have the Holy Symbol.

 

Ronaldo

Nationality: Avernum

Skill: Stealth

Attack: Poison

Immune: None

 

Ability: Can identify the nationality of a target.

 

Victory: Kill three Empire citizens by your own hand. The Darkside Blademaster counts as two.

 

Sacred Item Cultist

Nationality: Avernum

Skill: Stealth

Attack: Magic

Immune: Poison

 

Ability: May target an item. It reveals which role (e.g. Sacred Item Cultist) has the item.

 

Victory Condition: At the end of the game, have at least two of three randomly chosen artifacts in your possession.

 

Skribbane Addict

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Ability: Can detect if a target has skribbane. If you attack someone with skribbane, your skill level is power for the battle duration and you get the first strike. You are immune to Skribbane Withdrawal.

 

If you do not use Skribbane at least three days from your last use or the start of the game, you die.

 

Victory: Use Skribbane at least twice. You must also survive until the end of the game, so time your usage wisely.

 

Vahkos

Nationality: Empire

Skill: Power

Attack: Magic

Immune: Poision

 

Ability: You always get the first strike. You may not use or equip items or artifacts, nor may derive any benefits from having them in your inventory.

 

Victory: You are the only survivor at the end of the game.

 

The magic users are: Aimee, Craftmaster Strine, Darkside Mage, Gladwell, Necromancer, Sacred Item Cultist, Shanker, Vahkos.

 

There will be some small rule changes. I intend to make it possible to break Gladwell's geas. To do so, Gladwell must be dead and the person with the geas must use the Holy Symbol artifact. The victory condition added to Gladwell's servants are: Gladwell wins or your geas broken.

 

The other change will be a slight modification to enemies with respect to artifacts. If the person is nominally not your enemy, but has an item in your victory condition and you attack them, you will receive the first attack. The part about Sacred Item Cultist, Oliver, and Gladwell being enemies will be struck.

 

The artifacts are:

 

Flaming Sword -- When used with an attack, changes a physical attack into a magical one.

 

Crystal Spire -- Reveals one random role. Does not count as an ability use, but may only be used once per day.

 

Assassin Leather -- If equipped, changes any resistance and attack type to poison. Equipping or unequipping do not count as action, but you must PM the moderator.

 

Fury Crossbow -- When you attack someone with this, your skill is treated as power and your attack is physical.

 

Holy Symbol -- If you are attacked and die, you have a 25% chance of being revived (you lose all your items including this to the person who killed you, however). Also, you will be victorious if attacked by any undead. If you are under Gladwell's geas, you may use this item to break it, but only if he is dead.

 

The list of items:

 

* Antidote: If you are attacked with a poison attack and would have died, you will recover after the battle is over. This item is gone after it gets used. Note that you will lose all your other items to the person who attacked you.

* Box of Traps: In place of one of your other abilities, you may target an individual. You place traps that last 24 hours around this person's house. Anyone who targets that individual is killed independent of skill, immunities, or any other kinds of protection.

* Clover Boots: Item is not used. If you are attacked and die, you have a 25% chance of recovering. The boots lose their power after this.

* Disruption Crystal: Target an individual in place of one of our abilities. Any action that person does in the next 24 hours will fail.

* Heroic Brew: For 24 hours, your skill becomes power. Does NOT count as an ability use.

* Ironskin Balm: If you apply this, you will be immune to physical damage for the next 24 hours. Does NOT count as an ability use.

* Ivory Skull: Item is not used. If someone targets you with their ability, you will be made aware and that person is cursed. The skull loses its power after this.

* Knowledge Brew: If you drink this, one random person's role will be revealed to you. Does NOT count as an ability use.

* Resistance Elixir: If you drink this, you will be immune to magic for 24 hours. Does NOT count as an ability use.

* Rod of Alacrity: Use this while doing another action. This action does not count towards the 24 hour waiting period, so you may do another.

* Skribbane: May only use on yourself. For the next 24 hours, your skill becomes power and you will always get the first strike. Thereafter, any action you do will have a 50% failure rate due to withdrawal unless you have taken Skribbane in the last 24 hours. The Skibbane Addict is immune to withdrawal. Does NOT count as an ability use.

* Vulnerability Scroll: In place of one of your other abilities, you may target an individual. The target loses any immunities for the next 24 hours.

* Wand of Death: In place of one of your other abilities, you may target an individual. The individual is killed independent of skill, immunities, or any other kinds of protection.

* Warding Crystal: You may target an individual, including yourself. The target is immune to being attacked for 24 hours. Does NOT count as an ability use.

* Weapon Poison: If you use this during an attack and have a physical attack, your attack will become poison for that battle.

 

I'll post more, but I just wanted to get these down. Feel free to offer comments and suggestions.

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Ah, I forgot to put Aimee in her final form. I did give her an ability that causes her target to be unable to perform actions for 24 hours. I also raised her victory condition to be significantly more pro-Avernum.

 

The motivation was to make her an ideal support role. She is unable to attack anyone herself, but is able to help others facilitate their victory conditions, in doing so satisfying hers. She is difficult to kill to make up for it, but powerful magic can still destroy her.

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On the other hand, Vahkos' presence makes the Anama a much more attractive faction.

 

I like this a lot. There's a part of me that wants to also try it with more players, and another part that thinks it's working so well, we shouldn't screw with that aspect too much. But just imagine how epic it would be to have a round with ALL of those roles. tongue

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Quote:
But just imagine how epic it would be to have a round with ALL of those roles.


Just imagine what it would be like for me to be committed to a mental institution. smile

Honestly, I think we have about the right number of players. You are correct that Vahkos would have a tough time with killing the Anama. I might make the Anama stronger, but I don't want to change too much between rounds. I'd rather the faction end up too weak and tweak it stronger than to mess up a lot of other balance.
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Vahkos is interesting, but I'm not sure he's well-designed. If nobody figures out his role, his game may consist of little more than submitting a kill order once a day. It could be a challenge for him to manipulate the other players into making the other eight necessary kills, but judging by how bloody all of our games so far have been, it probably won't be that hard. If someone does figure out his role, which is mostly a product of chance, then he'll almost certainly die, since every other player has a reason to kill him.

 

EDIT: I misread "always get the first strike" and assumed that that only applies when Vahkos attacks. If, as I now assume, it also applies when he is attacked, that makes things far more interesting.

 

I'm also unsure of the Skribbane Addict role. On the one hand, he has no particular enemies. On the other, he has nothing to offer to whoever gives him Skribbane. The giver may stand to gain from causing a random death, but also risks being that random death. On top of that, the role has little to do apart from getting and consuming two Skribbanes, which seems pretty boring.

 

On the bright side, I really like what you've done with Aimee.

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I like roles that encourage conversation, alliances, and scheming with other players. Some more possible roles to consider:

 

Someone who can once per game kill a role, without knowing their identity. However, his victory conditions do not include killing anybody.

 

Maybe bring back the Necromancer in some form?

 

A peacekeeper type role, whose winning condition involves keeping as many people alive as possible (perhaps at least half of all players must survive). His ability is something like he may choose to quarantine a player for 24 hours - make him immune to attacks, but also unable to attack.

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Vahkos only needs to get rid of magical immunes and ensure a sufficient number of others' deaths. The role would be more fun to have around than to play, but I'm not sure its existence is all that fun either—it amounts to a random death every day.

 

Perhaps the Skribbane Addict would be more interesting (but more paperwork) with changing abilities. After taking skribbane he has Power attacks and immunity to a chosen attack type for one day. The next day he has semi-Stealth attacks: he can kill anyone on the offensive, but his attack isn't concealed. On the third day after skribbane he has no bonuses, and on the fourth day he dies.

 

—Alorael, who can see the Addict offering to kill in exchange for skribbane. It's all very gritty.

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Well, with the peacekeeper, it's all about balancing the role. After all, there must be some number of players that we can realistically expect might survive. Furthermore, the peacekeeper would have lots of potential allies, as there are many roles that stand to gain from fewer deaths. Furthermore, the random element in game 4 will probably substantially reduce the violence, as it's now much harder to know who you're attacking.

 

EDIT: As for the Addict, there are two problems: One, he's very bad at killing people, so killing for skribbane isn't that good an option for him. And two, the deal still isn't very good for whoever's giving the skribbane, since there's the risk of getting randomly killed afterward.

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That suggestion was meant to go with the idea of skribbane making the Addict powerful instead of randomly killing someone. That way it can be an exchange. As matters stand, the Addict has no meaningful ways to interact with others. With no enemies he loses literally every fight, so he can't take skribbane. He has nothing to offer in exchange for it. Not good.

 

—Alorael, who absolutely knows that the Peacekeeper would have to have the Adventurer as an enemy. The reasons are obvious.

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Exactly. The peacekeeper could not hope to win simply by brute force, but neither can anyone. I like that most roles have winning conditions they can not hope to acheive on their own.

 

Importantly, the peacekeeper can hold together an alliance of enemies. The Shanker can work well with the peacekeeper. So can the Priest. They can't work well with each other, but the peacekeeper has no reason to tell them each others' identities.

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About Vahkos, your second interpretation is correct. No matter if he attacks or is attacked, he receives the first strike. He is also a power role. This makes him hard to kill. People who are in the Anama have a very good defense against him with the magic immunity.

 

I'll have to think more on the Skribbane Addict role a bit more. My motivation was to make him have to make alliances and learn things to meet his or her addiction. Yes, there is little motivation for someone using Skribbane on him, so there would likely be deception involved. I'm definitely open to ideas.

 

I may make Skribbane do more like it did in E3/A3. You get some really good benefit, but at a cost. I'm thinking of guaranteed first strike when used with an attack, but a 25% failure rate on all actions thereafter because of withdrawal.

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I made the Skribbane Addict a bit more balanced. I am also thinking of the following for Skribbane:

 

May only use on yourself. For the next 24 hours, your skill becomes power and you will always get the first strike. Thereafter, any action you do will have a 50% failure rate due to withdrawal unless you have taken Skribbane in the last 24 hours. The Skibbane Addict is immune to withdrawal.

 

This makes him a great contract killer. I also made it so he can achieve Skribbane much more easily.

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The "everyone is enemies" bit is the best thing about Vahkos. It creates the potential for a situation in which even totally irreconcilable enemies like the Anama and the Anama Hunter have to work together in order to win. The fact that Vahkos isn't guaranteed to exist and only some of the people working together to kill him know his identity for sure make it even better. I see it playing out rather like a horror movie, which is appropriate. tongue

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Quote:
Huh. Vahkros is the best role. You can randomly attack and kill people without info. best not run into gladwell, Anama priest or Micklebur though.


He's pretty darn tough, but he has a pretty high victory condition: everyone dead but him. This involves a lot of underhandedness to ensure that enough people die. It is probably insufficient to just sit back and watch people die.
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Which is why, every 24 hours, you select a random person to die.

 

And only Micklebur and Gladwell can kill the bastard. Might wanna fix that. Cause, he gets first strike, and the only people who have something other than a standard role AND Magic Immunity is Gladwell and Micklebur.

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Or anyone can use Wand of Death, or any Anama member uses the Fury Crossbow, or he gets caught by a Box of Traps, or he attacks someone wearing the Holy Symbol, or a power or stealth role drinks a resistance potion (new item) and attacks him.

 

There are many ways for him to die.

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He is very tough. It is unlikely one person on their own (except for those you mentioned) will be able to do it on his or her own. It will likely require collaboration.

 

I'm still thinking about enemies for the Skribbane Addict. Any ideas?

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Possibly Pure Spirit. Could be a target for the Empire Spy and Adventurer too. Shanker is another person who may disapprove of such things.

 

I'm looking for anything that might be balanced and give the Skribbane Addict a reliable foe.

 

Reread the relevant section of Aimee's ability:

 

Quote:
Anyone else who attacks you will learn your role.

 

If someone attacks Aimee, they learn that the person they attacked was Aimee and not the other way around.

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I say that possessing Skribbane makes you the enemy of the Skribbane Addict.


I think what Sarachim was going for (at least I am) is for someone to have a motivation to want the Skribbane Addict dead. The other way around is not that hard to see.
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Yes, that's right. Without any roles who want the Addict dead, he can basically stand up and say "Hi, I'm the Skribbane Addict. Ask me about murder for hire!" Not only would he win the game easily, but whoever was lucky enough to get randomly dealt some skribbane would practically get a free kill.

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The Addict is such an easy victim for the Fae, it's not funny.

 

Edit: Also, Tiacoura and the Nephil Activist are a bit lame.

 

But to continue on with the addict, I think there are lots of ways for him to die as is. If he reveals himself publically, anyone without Skribbane who has enemies (almost everyone) has a motivation to want him dead. Perhaps you could even have it that with his dulled senses, he doesn't get first strike as a defender normally.

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I may change Tiacoura out for the Necromancer.

 

As for the Nephil Activist, his goal is to ensure the Fang Clan has power of the Northern Isles. People who want a permanent presence there Shanker, Gladwell, and the Anama need to go.

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Ash: Fae only kills you when you give an item to her, not vice-versa, so the Addict isn't a target for her at all.

 

As for weakening the Addict, I think he should be added to the list of targets for the Adventurer and the Empire Spy, for the following reasons:

 

1. Both the Adventurer and the Spy are weakened slightly by the new rules, because one of their targets (each other) is no longer guaranteed to be present. Adding a new possible target restores their number of target options to about what it was before.

 

2. Since the Adventurer and the Spy do their own killing, they are unlikely to work with the Addict anyway. As such, this change doesn't reduce the number of possible alliances.

 

3. The roles are naturally rivals, because all three are people that some other role might go to when they need help with a kill. Any time a kill gets given to one, the other two lose out. They have an incentive to want the competition dead, so they logically ought to be enemies.

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There's a lot of things that can give garunteed first strike. What happens when two of them come into conflict? (e.g. Vahkoss attacks someone high on scribbane) My guess is that the normal rules apply.


Good point. My ruling is what you suggest, in this unlikely event, we look for how it would have been decided had those conditions not been there.
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I made a few more changes. Feel free to offer comments.

 

Quote:
Maybe I should play Avernum 5 so I know who all these people are.

 

For everyone's benefit, the named characters are as follows:

 

Aimee: One of Avernum's original wizards. Left her body and exists only in spirit form. You "meet" her in A1 and A2.

Craftmaster Strine: Mage that makes best equipment in A4.

Dionicio: Avernite agent in A5.

Domont: Darkside Loyalist agent in A5.

Fae: Bandit in Northern Isles that tricks party into helping her and tries to kill you.

Gladwell: Wizard in Bargha in A4 studying slimes. Has tower in Northern Isles in A5. Note I think he is a better match for Sage Eichler in Spire in A4.

Machrone: Apprentice of Strange Wizard in A3. Appears in many BoA scenarios.

Micklebur: Anama Warrior in A5.

Oliver: Traveling merchant in A4.

Ronaldo: Bandit in Northern Isles in A5 who hates the Empire. Killed an Empire agent.

Shanker: Outcast Empire wizard living in Northern Isles in A5.

Vahkos: Vampire in eastern territories (near Squiggus and Lennus) in A3. Not to be confused with Vakhos in DWtD.

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I don't think that was Machrone, although I could be mistaken. The wizard I'm thinking about is developing a printing press and lives in the Krizsan province. I'm not sure if Machrone actually appears in A3.

 

Anyway, I modified the Nephil Activist to make him a more dynamic role. He can now serve as an intermediary between the other players and the Fang Clan. He still wants certain residents dead so the Fang Clan can have greater control over the Northern Isles.

 

Also, the roles will have 16 slots. The slots will be assigned as follows:

 

Roles 1-10: Required roles.

Role 11: Adventurer or Empire Spy

Role 12: Alchemist, Craftmaster Strine, or Oliver

Roles 13-16: Randomly assigned from any unused roles.

 

Role 11 ensures there is at least one contract killer type role. Note that it is still possible for the other to appear in Roles 13-16. The DL target will be role 11. This means the DLs now have two other random targets. Role 12 ensures that a role that produces items appears in the game.

 

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