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<blockquote data-quote="The1exile" data-source="post: 6728952" data-attributes="member: 6798820"><p>Overall, this has been a really great adventure, and I love how hooked on the story some of my players were when we finished the adventure! The characters are really well written and done properly the investigation ties its disparate hooks together really well. The epilogue of the adventure - where Macbannin is found in his cell, and Nevard's funeral is held - is beautifully evocative.</p><p></p><p>There are some gripes I have with it, mostly pathfinder specific, a few of which are new:</p><p></p><p>-It's really difficult for the party to stay on top of their healing needs, at least without a dedicated cleric. I did eventually nag them into getting a wand of cure light wounds, but it cost them 750gp for a 50 charge wand, as opposed to the free healing surges they would have had in 4e, for example.</p><p>-To make up for that, I invented a few roleplay reward boons, e.g. trading alchemist recipes with von Recklinghausen, and between this campaign and the next their connection with Sechim Jr. will allow them to get acidic-enchanted weapons at craft cost.</p><p>-Incorporeal and dazed against a party with no magic weapons. Ouch.</p><p>-I'm still not sure where the money that was supposed to go to the wands actually is.</p><p>-Even with literally everything (witness testimony, Recklinghausen and his documents recovered, LeBrix's cooperation, all the evidence from the warehouse) it's difficult for the party to feel really confident about confronting MacBannin, especially because (to toot my own horn) I think I played Saxby's role quite well to the point the party is scared of pissing her off.</p><p>-The final reservoir fight challenge is technically difficult to figure out even with all the GM information. I don't know if I could figure out the best method if I read everything in that section except for the part where it spells it out, to be honest, and that translated into my players.</p></blockquote><p></p>
[QUOTE="The1exile, post: 6728952, member: 6798820"] Overall, this has been a really great adventure, and I love how hooked on the story some of my players were when we finished the adventure! The characters are really well written and done properly the investigation ties its disparate hooks together really well. The epilogue of the adventure - where Macbannin is found in his cell, and Nevard's funeral is held - is beautifully evocative. There are some gripes I have with it, mostly pathfinder specific, a few of which are new: -It's really difficult for the party to stay on top of their healing needs, at least without a dedicated cleric. I did eventually nag them into getting a wand of cure light wounds, but it cost them 750gp for a 50 charge wand, as opposed to the free healing surges they would have had in 4e, for example. -To make up for that, I invented a few roleplay reward boons, e.g. trading alchemist recipes with von Recklinghausen, and between this campaign and the next their connection with Sechim Jr. will allow them to get acidic-enchanted weapons at craft cost. -Incorporeal and dazed against a party with no magic weapons. Ouch. -I'm still not sure where the money that was supposed to go to the wands actually is. -Even with literally everything (witness testimony, Recklinghausen and his documents recovered, LeBrix's cooperation, all the evidence from the warehouse) it's difficult for the party to feel really confident about confronting MacBannin, especially because (to toot my own horn) I think I played Saxby's role quite well to the point the party is scared of pissing her off. -The final reservoir fight challenge is technically difficult to figure out even with all the GM information. I don't know if I could figure out the best method if I read everything in that section except for the part where it spells it out, to be honest, and that translated into my players. [/QUOTE]
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