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Here we go again! Planes, the Burning Sky, ancient Orcs, evils and more
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<blockquote data-quote="Bill T." data-source="post: 8454559" data-attributes="member: 6795693"><p>One thing I did in my second go-round was to draft my wife to take Torrent's responsibilities in the early part of the game — the opening pitch at the Poisoned Apple, leading the way to Seaquen, etc. You could see if your husband wants to do the same sort of thing. This keeps the size of the hangers-on to a manageable level. It also gives you a back door into getting the heroes to pursue different options than your last group did: If the heroes climbed the Glaskeel Cliffs last time, ask you husband to push for the road; if the threesome fled for Gallo before getting imprisoned by Nina, make sure they stick around.</p><p></p><p>Something else I did in Gate Pass was to change the escape plan. Instead of the heroes riding out of town on horseback, I had them "volunteer" for duty at one of the watchposts south of the city, then destroy it from the inside well after dark. I think my motivation for doing that was to avoid the "Diogenes <em>charm</em>s all the guards" plan, as that didn't make a lot of sense.</p><p></p><p>One thought on the planes: Given how the burning sky was supposed to work, I'd think the Plane of Shadow would become a popular place, just as an alternative way to get around. You might think about how you can play that up: Instead of teleporting couriers, send them through Shadow, for example. That's more expensive, just because the spell level is a bit higher, but it still might be interesting, and it makes more sense than turning the heroes into red dragons to have them teleport.</p></blockquote><p></p>
[QUOTE="Bill T., post: 8454559, member: 6795693"] One thing I did in my second go-round was to draft my wife to take Torrent's responsibilities in the early part of the game — the opening pitch at the Poisoned Apple, leading the way to Seaquen, etc. You could see if your husband wants to do the same sort of thing. This keeps the size of the hangers-on to a manageable level. It also gives you a back door into getting the heroes to pursue different options than your last group did: If the heroes climbed the Glaskeel Cliffs last time, ask you husband to push for the road; if the threesome fled for Gallo before getting imprisoned by Nina, make sure they stick around. Something else I did in Gate Pass was to change the escape plan. Instead of the heroes riding out of town on horseback, I had them "volunteer" for duty at one of the watchposts south of the city, then destroy it from the inside well after dark. I think my motivation for doing that was to avoid the "Diogenes [i]charm[/i]s all the guards" plan, as that didn't make a lot of sense. One thought on the planes: Given how the burning sky was supposed to work, I'd think the Plane of Shadow would become a popular place, just as an alternative way to get around. You might think about how you can play that up: Instead of teleporting couriers, send them through Shadow, for example. That's more expensive, just because the spell level is a bit higher, but it still might be interesting, and it makes more sense than turning the heroes into red dragons to have them teleport. [/QUOTE]
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Here we go again! Planes, the Burning Sky, ancient Orcs, evils and more
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