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Mongoose's "The Drow War I - The Gathering Storm"
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<blockquote data-quote="Cavalorn" data-source="post: 2485305" data-attributes="member: 15377"><p>Absolutely. That's why playtesters are the largely unsung heroes of the gaming industry. Mark Gedak and his team did the majority of the Drow War playtesting, and they were VERY thorough. </p><p></p><p>Your last comment...</p><p></p><p>[sblock]</p><p>Saragost should be manageable for your crew if they are careful. One thing I wanted to avoid at the Saragost stage was an artificially constrained level cap for the NPCs, friendly and hostile alike. That would have strained credibility too much. So, the three Drow conspirators are high level - they have to be, because they're responsible for the whole plot within Saragost, and that calls for tough characters. They are presented for the sake of completeness, not because they are a balanced encounter. </p><p></p><p>The point is that at this stage, the Players aren't powerful enough to take on the powers pulling the strings. They can strike against their minions (such as the traitor captain and the shadow agents in the city) but the bad guys are truly bad. However, it wouldn't have been fair just to say 'these are the bad guys, don't let the PCs fight them' because for all I know, the Players' tactics are so ingenious that they CAN take down one or more of the conspirators. So, they were fully described and statted up.</p><p></p><p>The most likely event to land the Players in the wharf gaol is their fight with the traitor captain at the start of the Saragost section. Other than that, the Washerwoman's agents could easily frame them for a robbery, or there could be even more agents in the city guard (loyal to Crastic) who would arrest them for trumped-up charges. I didn't want to belabour the 'wrong side of the law' aspects, because the Crescent City chapter is so full of lawless goings-on, and too much of the same kind of thing gets old.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Cavalorn, post: 2485305, member: 15377"] Absolutely. That's why playtesters are the largely unsung heroes of the gaming industry. Mark Gedak and his team did the majority of the Drow War playtesting, and they were VERY thorough. Your last comment... [sblock] Saragost should be manageable for your crew if they are careful. One thing I wanted to avoid at the Saragost stage was an artificially constrained level cap for the NPCs, friendly and hostile alike. That would have strained credibility too much. So, the three Drow conspirators are high level - they have to be, because they're responsible for the whole plot within Saragost, and that calls for tough characters. They are presented for the sake of completeness, not because they are a balanced encounter. The point is that at this stage, the Players aren't powerful enough to take on the powers pulling the strings. They can strike against their minions (such as the traitor captain and the shadow agents in the city) but the bad guys are truly bad. However, it wouldn't have been fair just to say 'these are the bad guys, don't let the PCs fight them' because for all I know, the Players' tactics are so ingenious that they CAN take down one or more of the conspirators. So, they were fully described and statted up. The most likely event to land the Players in the wharf gaol is their fight with the traitor captain at the start of the Saragost section. Other than that, the Washerwoman's agents could easily frame them for a robbery, or there could be even more agents in the city guard (loyal to Crastic) who would arrest them for trumped-up charges. I didn't want to belabour the 'wrong side of the law' aspects, because the Crescent City chapter is so full of lawless goings-on, and too much of the same kind of thing gets old. [/sblock] [/QUOTE]
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