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Prepping for the hardcover compilation - errors, edits, and suggestions?
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<blockquote data-quote="RangerWickett" data-source="post: 6838079" data-attributes="member: 63"><p><strong><span style="font-size: 18px">REVISIONS I ALREADY INTEND TO MAKE</span></strong></p><p>There are spoilers here, of course.</p><p></p><p><strong><span style="font-size: 15px">ACT TWO</span></strong></p><p>[sblock]Make sure long-term plans are clear. Like, Pemberton ultimately doesn’t screw with the party unless they kill his daughter.</p><p></p><p>In 4e, make sure insubstantial ghost council folks have “radiant attacks bypass insubstantial.”</p><p></p><p>Pay attention to making sure PC special abilities are useful, especially things from the prestige classes/paragon paths.</p><p></p><p><strong>Adventure Six, <em>Revelations from the Mouth of a Madman</em></strong></p><p>[sblock]For 4e, paired immovable rods add “Critical: +1d6 damage per plus.”</p><p></p><p>In PF, dragon worm is an infestation, not a disease.</p><p></p><p>Berans speak predominantly Common, but the next most common language is Giant, then Orc, then Goblin.</p><p></p><p>Enchanted goblin pickle, to help out Kickstarter guy with the goblin gunslinger.</p><p></p><p>Mention the existence of El Extraño, but do not show him. Perhaps have the party aided by a kobold if they’re totally confused.</p><p></p><p>Pg 73 tweak mentions of later adventures.</p><p></p><p>Add a mention of the city of Shantre. <a href="http://www.enworld.org/forum/showthread.php?313654-Redbadge-s-Campaign-(there-will-be-spoilers)&p=6776771&viewfull=1#post6776771" target="_blank">http://www.enworld.org/forum/showthread.php?313654-Redbadge-s-Campaign-(there-will-be-spoilers)&p=6776771&viewfull=1#post6776771</a></p><p>[/sblock]</p><p></p><p><strong>Adventure Seven, <em>Schism</em></strong></p><p>[sblock]Make VoR’s plans consistent with #9 in the “The Voice of Rot’s Plans” sidebar. He needs the PCs as spies in 7 (and listens via the absurdist web), then in 9 is angry that they thwarted his plans with the fey but doesn’t see a reason to need to destroy them. Take out the bit about him ‘following the party,’ though.</p><p></p><p>Wanted Man > Methods of Investigation, “… but the party should still have to spend time retracing….”</p><p></p><p>Catherine Romana is not a ‘human wizard.’ She’s a warlock.</p><p>[/sblock]</p><p></p><p><strong>Adventure Eight, <em>Diaspora</em></strong></p><p>[sblock]Make some mention about the Godhand Vitus Sigismundi, whom the party rescued in 7 and then I promptly forgot.</p><p></p><p>The Grand Librarium is now run by Arch Secula Natalia Degaspare (who shows up in 11).</p><p></p><p>The Bullet Slice martial scientist power needs revision; it has lingering stuff from adventure 7’s power.</p><p></p><p>In Countdown to Collapse, remove the mention of using the wayfarer lantern to assassinate the king, because that isn’t actually revealed. Also they do not learn that the main ritual is on Axis Island.</p><p></p><p>Skyseer vision of the Gyre. I’m missing an article for “the constellation.”</p><p></p><p>Nicodemus’s statblock – Arcane Lock. Remove the errant “until the end of its next turn.”</p><p></p><p>Clarify that Kasvarina does not go with them when they get teleported away.</p><p></p><p>Lauryn’s statblock, triggered power mentions Dale.</p><p></p><p>Key Memory – Lands Forgotten. Bad use of but … but. “As usual, the Malice Lands are home to all manner of misshapen monsters, but a catastrophically powerful one lurks in the ruins of Pala. But before the party can reach what little remains of the city, they pass near the Clavel Ranch.” Fix to and … but.</p><p></p><p>Shortly thereafter “spread the philosopher” should be philosophy. Also typo with destroy.</p><p></p><p>“There’s no more time by idle” should be “for idle.”</p><p></p><p>Pg. 41, tweak mention of events in adventure 12.</p><p></p><p>Make sure the details of Ashima-Shimtu's blood magic line up with adventure 11.</p><p></p><p>Get rid of the 'no die roll higher than 30' in Methia thing. People didn't like it.</p><p></p><p>Pg. 74 “get up an effect” should be and effect</p><p>[/sblock]</p><p></p><p><strong>Adventure Nine, <em>The Last Starry Sky</em></strong></p><p>[sblock]Rock’s bio ‘Risursee’ should be ‘Risur see’.</p><p></p><p>Pg 73, slight change about adventure 12 in the Onward to Act Three part.</p><p></p><p>Fey appendix, have some tactics guidelines for the Hedgehog Court.</p><p></p><p>In the Rites of Rulership (also adv 9) the example for King Dukain says "(1HD 20)", which is confusing.</p><p></p><p>Below that, in Monarch of the Masses, the placement of the word “however” makes it unclear if the King always has "fast healing 10", or if that only happens after falling to 0 HP.</p><p></p><p>[/sblock][/sblock]</p><p></p><p><strong><span style="font-size: 15px">ACT THREE</span></strong></p><p>[sblock]</p><p><strong>Adventure Ten, <em>Godmind</em></strong></p><p>[sblock]Consistent thoughtform mechanics. Ability check + level = DC. (I've actually already forgotten what I meant when I made this note.)</p><p></p><p>Ash Wolf’s “Critical Hits” ability refers to him as the Father of Thunder.</p><p></p><p>Also, all the fey titans list an XP value, which is out of sync with most of ZG statblocks (which leave it out, since this campaign doesn’t do XP).</p><p></p><p>Pg 66, possibly elsewhere, references in tables to 'Reida' as plane of time when it should be Illocus.</p><p>[/sblock]</p><p></p><p><strong>Adventure Eleven, <em>Gorged on Ruins</em></strong></p><p>[sblock]his “constant - fire shield (warm)” isn’t reflected in his Defensive Abilities line</p><p>- why can’t he be tripped? that’s usually reserved for creatures without legs (like snakes); for being a heavy quadruped, he should merely get a bonus vs trip</p><p>- what does being Swallowed Whole do to you? Under Devouring Essence, it makes it sound like it’s pretty bad news, but only the benefits are listed, no mention of ongoing fire / negative energy / crushing damage</p><p>- Recovery isn’t listed in the Defensive Abilities line (fey titans who have a similar ability list theirs)</p><p>- if Esurientes is under the effects of multiple applicable effects, can he chose which ones he is trying to Recover from in a given round, or is it first-in-first-out?</p><p>- Impure Flame says to divide out all fire damage into fire+unholy. Some attacks already do this (Death Throes, Pyroclastic Vomit).</p><p>- Pyroclastic Vomit seems very weak compared to his other attacks, so I’m wondering if damage is a typo</p><p>- there an entry in his SQ line called “superheated” that’s not defined anywhere</p><p>- “dragon senses” is redundant and just causes an unnecessary lookup if you spell out his blindness and dark vision</p><p>- I didn’t actually check any math, I was just reading up on cool abilities, because that monster is just so freaking cool. I’m sad that my party is the type that will fight tooth and nail to keep Vitus from jumping into the volcano (or throwing in Cippiano), and thus the chances of facing him are rather low. I also further confess that I was comparing him to VoR and seeing who would win in a grudge match.</p><p></p><p>[/sblock]</p><p></p><p><strong>Adventure Twelve, <em>The Grinding Gears of Heaven</em></strong></p><p>[sblock]Speaking of the Voice of Rot…</p><p>- he lists XP, which is nonstandard for ZG</p><p>- as a snake, he should be immune to trip</p><p>- if Rackus does his “I’ve rigged that thing to explode” trick … what does that do? I only see the rules for ramming, not the damage for blowing up</p><p>- I feel like “Recovery” should be broken into two line items. The first half (remake your saves) is distinct from the second half (rejuvenate HP and flee), so it’s easy to miss it, buried below.</p><p>- Timeless seems like a really weird metagame rules construct. I can’t imagine how I’m going to organically reveal these rules, nor justify them, outside of just stating “guys, here’s this combat’s rules trick”. Maybe some hints on making this a bit less fourth-wall-y.</p><p>- in the Titanic rules description, it says that he’s not big enough to easily move over “areas of forest or settlements”, which he’s not likely to encounter. Instead of those examples, can you mention a crashed airship, which is more likely in this scenario?</p><p>- does Ever Moving provoke AoOs?</p><p>- what does the SQ entry of “fey link” refer to?</p><p>- he has the 3/day ability to cast temporary resurrection, which has a casting time of 10 minutes. Should this be quickened?</p><p>- what does “aura necrotic” do?</p><p>[/sblock]</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6838079, member: 63"] [b][size=5]REVISIONS I ALREADY INTEND TO MAKE[/size][/b] There are spoilers here, of course. [b][size=4]ACT TWO[/size][/b][size=4][/size] [sblock]Make sure long-term plans are clear. Like, Pemberton ultimately doesn’t screw with the party unless they kill his daughter. In 4e, make sure insubstantial ghost council folks have “radiant attacks bypass insubstantial.” Pay attention to making sure PC special abilities are useful, especially things from the prestige classes/paragon paths. [b]Adventure Six, [i]Revelations from the Mouth of a Madman[/i][/b] [sblock]For 4e, paired immovable rods add “Critical: +1d6 damage per plus.” In PF, dragon worm is an infestation, not a disease. Berans speak predominantly Common, but the next most common language is Giant, then Orc, then Goblin. Enchanted goblin pickle, to help out Kickstarter guy with the goblin gunslinger. Mention the existence of El Extraño, but do not show him. Perhaps have the party aided by a kobold if they’re totally confused. Pg 73 tweak mentions of later adventures. Add a mention of the city of Shantre. [url]http://www.enworld.org/forum/showthread.php?313654-Redbadge-s-Campaign-(there-will-be-spoilers)&p=6776771&viewfull=1#post6776771[/url] [/sblock] [b]Adventure Seven, [i]Schism[/i][/b] [sblock]Make VoR’s plans consistent with #9 in the “The Voice of Rot’s Plans” sidebar. He needs the PCs as spies in 7 (and listens via the absurdist web), then in 9 is angry that they thwarted his plans with the fey but doesn’t see a reason to need to destroy them. Take out the bit about him ‘following the party,’ though. Wanted Man > Methods of Investigation, “… but the party should still have to spend time retracing….” Catherine Romana is not a ‘human wizard.’ She’s a warlock. [/sblock] [b]Adventure Eight, [i]Diaspora[/i][/b] [sblock]Make some mention about the Godhand Vitus Sigismundi, whom the party rescued in 7 and then I promptly forgot. The Grand Librarium is now run by Arch Secula Natalia Degaspare (who shows up in 11). The Bullet Slice martial scientist power needs revision; it has lingering stuff from adventure 7’s power. In Countdown to Collapse, remove the mention of using the wayfarer lantern to assassinate the king, because that isn’t actually revealed. Also they do not learn that the main ritual is on Axis Island. Skyseer vision of the Gyre. I’m missing an article for “the constellation.” Nicodemus’s statblock – Arcane Lock. Remove the errant “until the end of its next turn.” Clarify that Kasvarina does not go with them when they get teleported away. Lauryn’s statblock, triggered power mentions Dale. Key Memory – Lands Forgotten. Bad use of but … but. “As usual, the Malice Lands are home to all manner of misshapen monsters, but a catastrophically powerful one lurks in the ruins of Pala. But before the party can reach what little remains of the city, they pass near the Clavel Ranch.” Fix to and … but. Shortly thereafter “spread the philosopher” should be philosophy. Also typo with destroy. “There’s no more time by idle” should be “for idle.” Pg. 41, tweak mention of events in adventure 12. Make sure the details of Ashima-Shimtu's blood magic line up with adventure 11. Get rid of the 'no die roll higher than 30' in Methia thing. People didn't like it. Pg. 74 “get up an effect” should be and effect [/sblock] [b]Adventure Nine, [i]The Last Starry Sky[/i][/b] [sblock]Rock’s bio ‘Risursee’ should be ‘Risur see’. Pg 73, slight change about adventure 12 in the Onward to Act Three part. Fey appendix, have some tactics guidelines for the Hedgehog Court. In the Rites of Rulership (also adv 9) the example for King Dukain says "(1HD 20)", which is confusing. Below that, in Monarch of the Masses, the placement of the word “however” makes it unclear if the King always has "fast healing 10", or if that only happens after falling to 0 HP. [/sblock][/sblock] [b][size=4]ACT THREE[/size][/b][size=4][/size] [sblock] [b]Adventure Ten, [i]Godmind[/i][/b] [sblock]Consistent thoughtform mechanics. Ability check + level = DC. (I've actually already forgotten what I meant when I made this note.) Ash Wolf’s “Critical Hits” ability refers to him as the Father of Thunder. Also, all the fey titans list an XP value, which is out of sync with most of ZG statblocks (which leave it out, since this campaign doesn’t do XP). Pg 66, possibly elsewhere, references in tables to 'Reida' as plane of time when it should be Illocus. [/sblock] [b]Adventure Eleven, [i]Gorged on Ruins[/i][/b] [sblock]his “constant - fire shield (warm)” isn’t reflected in his Defensive Abilities line - why can’t he be tripped? that’s usually reserved for creatures without legs (like snakes); for being a heavy quadruped, he should merely get a bonus vs trip - what does being Swallowed Whole do to you? Under Devouring Essence, it makes it sound like it’s pretty bad news, but only the benefits are listed, no mention of ongoing fire / negative energy / crushing damage - Recovery isn’t listed in the Defensive Abilities line (fey titans who have a similar ability list theirs) - if Esurientes is under the effects of multiple applicable effects, can he chose which ones he is trying to Recover from in a given round, or is it first-in-first-out? - Impure Flame says to divide out all fire damage into fire+unholy. Some attacks already do this (Death Throes, Pyroclastic Vomit). - Pyroclastic Vomit seems very weak compared to his other attacks, so I’m wondering if damage is a typo - there an entry in his SQ line called “superheated” that’s not defined anywhere - “dragon senses” is redundant and just causes an unnecessary lookup if you spell out his blindness and dark vision - I didn’t actually check any math, I was just reading up on cool abilities, because that monster is just so freaking cool. I’m sad that my party is the type that will fight tooth and nail to keep Vitus from jumping into the volcano (or throwing in Cippiano), and thus the chances of facing him are rather low. I also further confess that I was comparing him to VoR and seeing who would win in a grudge match. [/sblock] [b]Adventure Twelve, [i]The Grinding Gears of Heaven[/i][/b] [sblock]Speaking of the Voice of Rot… - he lists XP, which is nonstandard for ZG - as a snake, he should be immune to trip - if Rackus does his “I’ve rigged that thing to explode” trick … what does that do? I only see the rules for ramming, not the damage for blowing up - I feel like “Recovery” should be broken into two line items. The first half (remake your saves) is distinct from the second half (rejuvenate HP and flee), so it’s easy to miss it, buried below. - Timeless seems like a really weird metagame rules construct. I can’t imagine how I’m going to organically reveal these rules, nor justify them, outside of just stating “guys, here’s this combat’s rules trick”. Maybe some hints on making this a bit less fourth-wall-y. - in the Titanic rules description, it says that he’s not big enough to easily move over “areas of forest or settlements”, which he’s not likely to encounter. Instead of those examples, can you mention a crashed airship, which is more likely in this scenario? - does Ever Moving provoke AoOs? - what does the SQ entry of “fey link” refer to? - he has the 3/day ability to cast temporary resurrection, which has a casting time of 10 minutes. Should this be quickened? - what does “aura necrotic” do? [/sblock] [/sblock] [/QUOTE]
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