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<blockquote data-quote="Jfdlsjfd" data-source="post: 7890685" data-attributes="member: 42856"><p>Back for the first two sessions of the Dying Skyseer, and a few observations.</p><p></p><p>Wow... When preparing the adventure, I read it and "got my mind" into the logic of the steps needed to pick up the lead. The presentation of the three "threads" was quite logical and convincing. Then, the plan met my players. They decided to investigate like the layer of an onion: "let's do one minuscule step of investigation toward track 1 (say, following the track of the doctor) then... when they discover where he was a guest, they stop following that lead and investigate another track completely (let's locate the known accomplice and discuss the problem with them)... then... "ok we could probably bargain with them for information... let's get back to that first track). It's either methodical (they take great care of noting each and every lead they have) but it's totally jumping all over the place. I am feeling they'll soon, after two sessions of not fighting, have a session where they will have to deal with the extraction of the doctor, the meeting at the dock and the cauldron hill night in a row. Preparing the adventure made me able to "jump" all the way, but this episode needs a lot of knowledge of every scene if you don't want to "force" your players down a specific path. That, and they decided their income was not enough as officers and decided to invest in buying an inn. I will probably have the owner of the Thinking Man be willing to retire at some point. I made only a small mistake so far: when they investigate the body, I described something wrong and the players deducted she was dead before falling on the spike, killed by bullets. Not something of importance except the doctor couldn't have spoken to her. I'll make the doctor a Spirit Medium who heard Nisala's post mortem plea instead. It fits with the Dr field of research to have him interested in all things dead after all.</p><p></p><p>Some notes with regard to the adventure...</p><p>1. I think having a spirit medium can tremendously change the immediate beginning of the investigation. The party had one, but the player was missing on that day so they didn't have the benefits of hearing her. Maybe it was why the players didn't "priorize" their investigation at the consulate?</p><p>2. The favour system seems... off. The players seem to dig it (as they realize they won't be buying equipment anytime soon, they are trying to leverage the favour system, and treat each morning as a session with Q from James Bond. Problem is... I am not sure the 5e system is balanced. You can have some very high result even with starting characters which make even big favour possible too early. For example, Prestige 2 characters with the RHC, the PCs can expect to have 2 common items each and 2 uncommon to share among the group. Nice. But... suppose they decide, suddenly, to requisition a Legendary item, a level 7 for the group, they would need a DC 8 + 2* level of the favor (7) = 22. This is high, but :</p><p></p><p>1. CHA 18 is a starting possibility, so +4 </p><p>2. Persuasion training means adding proficiency, +2 at this point, +3 when they are level 5</p><p>3. As an investigative party, my players didn't optimize for combat. However, the party face has Expertise in Persuasion, so the proficiency bonus is doubled, for +8 and soon +10</p><p>4. They can cast guidance for an additional d4 (may the gods help you in filling requisition form 24B)</p><p>5. They have not yet but will pick up the idea of casting Eagle Splendor to roll with an advantage...</p><p>(6. At some point, the party skyseer will roll a 20 and instead of saving it for an ally's attack roll he will say "today is the day when the RHC's coffers are fated to open for us, as the stars are aligned to ensure our administrative success").</p><p></p><p>That's a regular +9/+13 to meet a DC 22, even without the dice shenanigans. The PCs could get a legendary item with a month of downtime (if they roll to expedite), starting at adventure 3 and get one in a day during adventure 4 (when they are probably at Prestige 3 with Risur). No sane DM would allow that, though. During the Dying Skyseer, on the other hand, they could semi-reliably get a "raise dead" spell cast for them (a level 5 favor) if things go ugly (agreeable) or routinely enlist the help of 100-men companies of Risuran soldiers... (less agreeable). The bard has requested a cittern of Mc Fuirmidh, and it's currently awaiting delivery... I'll make sure the delay will be explained to him as the delay needed to "convince" citizen Mc Fuirmidh to part with his precious masterwork item, the joy of his life... but it will just me being mean, despite the request being totally in-line with what they can have (uncommon should be in their reach by RAW). So caveat emptor with the magic item distribution. So far, no brokenness ensued in the game, though. The party is only calling favour to improve the meal quality at the staff canteen (that's when I noticed the high roll they could consistently get), and that is not bound to throw the game off balance. </p><p></p><p>3. It can be definitely combat light at the start. It's not a problem, though... but restless players could get into a brawl or two more. The module correctly aknowledges that and I tried to "insert" a fight at some point, but very few opportunity arise organically for that. I fear they will try to be foolish when they meet Lorcan Kell as it might be the first opportunity to rough a ruffian or two they meet. I'll make sure I point out they are outnumbered by far...</p><p></p><p>Those are little quibble. Everyone is having fun so far.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7890685, member: 42856"] Back for the first two sessions of the Dying Skyseer, and a few observations. Wow... When preparing the adventure, I read it and "got my mind" into the logic of the steps needed to pick up the lead. The presentation of the three "threads" was quite logical and convincing. Then, the plan met my players. They decided to investigate like the layer of an onion: "let's do one minuscule step of investigation toward track 1 (say, following the track of the doctor) then... when they discover where he was a guest, they stop following that lead and investigate another track completely (let's locate the known accomplice and discuss the problem with them)... then... "ok we could probably bargain with them for information... let's get back to that first track). It's either methodical (they take great care of noting each and every lead they have) but it's totally jumping all over the place. I am feeling they'll soon, after two sessions of not fighting, have a session where they will have to deal with the extraction of the doctor, the meeting at the dock and the cauldron hill night in a row. Preparing the adventure made me able to "jump" all the way, but this episode needs a lot of knowledge of every scene if you don't want to "force" your players down a specific path. That, and they decided their income was not enough as officers and decided to invest in buying an inn. I will probably have the owner of the Thinking Man be willing to retire at some point. I made only a small mistake so far: when they investigate the body, I described something wrong and the players deducted she was dead before falling on the spike, killed by bullets. Not something of importance except the doctor couldn't have spoken to her. I'll make the doctor a Spirit Medium who heard Nisala's post mortem plea instead. It fits with the Dr field of research to have him interested in all things dead after all. Some notes with regard to the adventure... 1. I think having a spirit medium can tremendously change the immediate beginning of the investigation. The party had one, but the player was missing on that day so they didn't have the benefits of hearing her. Maybe it was why the players didn't "priorize" their investigation at the consulate? 2. The favour system seems... off. The players seem to dig it (as they realize they won't be buying equipment anytime soon, they are trying to leverage the favour system, and treat each morning as a session with Q from James Bond. Problem is... I am not sure the 5e system is balanced. You can have some very high result even with starting characters which make even big favour possible too early. For example, Prestige 2 characters with the RHC, the PCs can expect to have 2 common items each and 2 uncommon to share among the group. Nice. But... suppose they decide, suddenly, to requisition a Legendary item, a level 7 for the group, they would need a DC 8 + 2* level of the favor (7) = 22. This is high, but : 1. CHA 18 is a starting possibility, so +4 2. Persuasion training means adding proficiency, +2 at this point, +3 when they are level 5 3. As an investigative party, my players didn't optimize for combat. However, the party face has Expertise in Persuasion, so the proficiency bonus is doubled, for +8 and soon +10 4. They can cast guidance for an additional d4 (may the gods help you in filling requisition form 24B) 5. They have not yet but will pick up the idea of casting Eagle Splendor to roll with an advantage... (6. At some point, the party skyseer will roll a 20 and instead of saving it for an ally's attack roll he will say "today is the day when the RHC's coffers are fated to open for us, as the stars are aligned to ensure our administrative success"). That's a regular +9/+13 to meet a DC 22, even without the dice shenanigans. The PCs could get a legendary item with a month of downtime (if they roll to expedite), starting at adventure 3 and get one in a day during adventure 4 (when they are probably at Prestige 3 with Risur). No sane DM would allow that, though. During the Dying Skyseer, on the other hand, they could semi-reliably get a "raise dead" spell cast for them (a level 5 favor) if things go ugly (agreeable) or routinely enlist the help of 100-men companies of Risuran soldiers... (less agreeable). The bard has requested a cittern of Mc Fuirmidh, and it's currently awaiting delivery... I'll make sure the delay will be explained to him as the delay needed to "convince" citizen Mc Fuirmidh to part with his precious masterwork item, the joy of his life... but it will just me being mean, despite the request being totally in-line with what they can have (uncommon should be in their reach by RAW). So caveat emptor with the magic item distribution. So far, no brokenness ensued in the game, though. The party is only calling favour to improve the meal quality at the staff canteen (that's when I noticed the high roll they could consistently get), and that is not bound to throw the game off balance. 3. It can be definitely combat light at the start. It's not a problem, though... but restless players could get into a brawl or two more. The module correctly aknowledges that and I tried to "insert" a fight at some point, but very few opportunity arise organically for that. I fear they will try to be foolish when they meet Lorcan Kell as it might be the first opportunity to rough a ruffian or two they meet. I'll make sure I point out they are outnumbered by far... Those are little quibble. Everyone is having fun so far. [/QUOTE]
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