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<blockquote data-quote="fenriswolf456" data-source="post: 5833279" data-attributes="member: 6687664"><p>Just some of my thoughts on the SoW series, so more spoilers!</p><p> </p><p></p><p> </p><p>Perhaps a bit crazy, but not too bad ... he either goes on the run with his boss in full control of all his resources, or he disrupts his boss' operations to buy himself time to really hole up. Tenuous, I agree, but there's something there.</p><p> </p><p></p><p> </p><p>Depends on how 'good' the party is, really. I mean, this is the guy who supplied a whole army with weapons that allowed them to be a major threat to the area. The PCs might have an interest in stopping him doing so again. The PCs should also be under the impression that the guy will be out to get them in the near future, so best to strike at him now.</p><p> </p><p></p><p> </p><p>Yes, it does make little sense for the PCs to stop the bad guy before he complete his sabotage. I'm inclined to not let the PCs know what he's up to, just find where he is. They may still not stop him, but often PCs are shoot first, sort things out later.</p><p> </p><p></p><p> </p><p>This was a bit of a stretch as it is written. She's really only there to direct the PCs to the next fight, but ends up giving too much information that gives little motivation to the PCs (see the point above). </p><p> </p><p>I'm planning on her being a bit of a recurring NPC, so getting rid of the connections to the main boss and having her be more mercenary. She'll still approach them for her wanting Modra to die quick rather than suffer at the hands of his boss, but won't have any info on what his plans are.</p><p> </p><p></p><p> </p><p>This is a bit of a sticky situation. The idea of course is that the PCs are supposed to be highly outnumbered/outmatched so that they don't attack the BBEG too soon. The trick is getting the PCs to stand down, rather than go out in a blaze of glory.</p><p> </p><p>I think the intent of this entire sequence is supposed to mimic a dramatic cinematic fight. BBEG makes his offer to join forces, gets the heroic snub, orders his minions to do away with the PCs and leaves, then the earthquakes happen to throw a wrench into the plans and give the PCs a desperate escape before everything goes kablooie. Classic movie villainy.</p><p> </p><p> </p><p></p><p> </p><p>Yes, the first module is one of the modules I changed a few fights on. A bit too slavish to using the MM for baddies. Wererats? Gnomes? A bit of a mess, but can be fairly easily tweaked.</p><p> </p><p></p><p> </p><p>Mines of Karak is pretty tenuously connected, I agree. Den of the Destroyer seems like it is at the time, but does end up introducing a major NPC and ally to the PCs that plays a fairly pivotal role throughout most of the paragon and epic tier.</p><p> </p><p></p><p> </p><p>That is one thing that is really missing from the paragon tier. There's a war going on, that the good guys are apparently losing, or at least barely keeping their footing. But there's no real sense of this, at least as written. A couple of events happen, but nothing really gives the sense of desperation, so that is something that will have to be added by the DM. It really should have that LotR feel that defeat is imminent at every turn.</p><p> </p><p> </p><p></p><p> </p><p>There really is just a framework here to work with. On it's own, it's a series of linear adventures that feature a lot of combat, interspersed with Skill Challenges and a scattering of role-play scenes. Why it seems to be good for a casual group. With some work, it can be made more indepth and role-play-rich. Depends on what you and your group are looking for.</p></blockquote><p></p>
[QUOTE="fenriswolf456, post: 5833279, member: 6687664"] Just some of my thoughts on the SoW series, so more spoilers! Perhaps a bit crazy, but not too bad ... he either goes on the run with his boss in full control of all his resources, or he disrupts his boss' operations to buy himself time to really hole up. Tenuous, I agree, but there's something there. Depends on how 'good' the party is, really. I mean, this is the guy who supplied a whole army with weapons that allowed them to be a major threat to the area. The PCs might have an interest in stopping him doing so again. The PCs should also be under the impression that the guy will be out to get them in the near future, so best to strike at him now. Yes, it does make little sense for the PCs to stop the bad guy before he complete his sabotage. I'm inclined to not let the PCs know what he's up to, just find where he is. They may still not stop him, but often PCs are shoot first, sort things out later. This was a bit of a stretch as it is written. She's really only there to direct the PCs to the next fight, but ends up giving too much information that gives little motivation to the PCs (see the point above). I'm planning on her being a bit of a recurring NPC, so getting rid of the connections to the main boss and having her be more mercenary. She'll still approach them for her wanting Modra to die quick rather than suffer at the hands of his boss, but won't have any info on what his plans are. This is a bit of a sticky situation. The idea of course is that the PCs are supposed to be highly outnumbered/outmatched so that they don't attack the BBEG too soon. The trick is getting the PCs to stand down, rather than go out in a blaze of glory. I think the intent of this entire sequence is supposed to mimic a dramatic cinematic fight. BBEG makes his offer to join forces, gets the heroic snub, orders his minions to do away with the PCs and leaves, then the earthquakes happen to throw a wrench into the plans and give the PCs a desperate escape before everything goes kablooie. Classic movie villainy. Yes, the first module is one of the modules I changed a few fights on. A bit too slavish to using the MM for baddies. Wererats? Gnomes? A bit of a mess, but can be fairly easily tweaked. Mines of Karak is pretty tenuously connected, I agree. Den of the Destroyer seems like it is at the time, but does end up introducing a major NPC and ally to the PCs that plays a fairly pivotal role throughout most of the paragon and epic tier. That is one thing that is really missing from the paragon tier. There's a war going on, that the good guys are apparently losing, or at least barely keeping their footing. But there's no real sense of this, at least as written. A couple of events happen, but nothing really gives the sense of desperation, so that is something that will have to be added by the DM. It really should have that LotR feel that defeat is imminent at every turn. There really is just a framework here to work with. On it's own, it's a series of linear adventures that feature a lot of combat, interspersed with Skill Challenges and a scattering of role-play scenes. Why it seems to be good for a casual group. With some work, it can be made more indepth and role-play-rich. Depends on what you and your group are looking for. [/QUOTE]
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