Tanek - thanks! I use a free programme called GIMP (www.gimp.org) which is an image processing programme.Out of curiosity, Jacktannery, how do you go about making these handouts? They're absolutely fantastic and I'd love to take a stab at making stuff like that, but I have no idea of where to start!
Hmm... Do you think that would be useful at some point in the campaign? If so, I'm fine with that. The Watchers have immense hidden libraries filled with books on all kinds of arcane lore gathered over the centuries of the Order's existence, so they could have taught him during his training -- for use in translating ancient prophecies, scriptures, and hieroglyphics of lost and forgotten civilizations. Basically I envision Adarun as being versed in glyphs and runes that one might encounter in ancient ruins, dungeons, buried crypts, lost temples, etc.
If there's nothing like that in the campaign, what if we substituted Adarun's extra language for a special linguistic skill that would allow him to decipher various types of ancient and arcane scripts, using his knowledge from when he was a Watcher? It could be called simply "Ancient Scripts" or something like that.
Failing both of the above, are there any instances of Deep Speech or Abyssal in the campaign? I'd like to choose something useful which doesn't overlap with the other characters' extra languages, so that each PC has a unique linguistic contribution during our adventures, something which will increase each character's value to the rest of the group -- the same way that each PC has a different Zeitgeist character theme. So something ancient and esoteric? I'm open to suggestions.
I'd say ... fill him in a bit more about the history of the Demonocracy.
(I was a bit confused by the side-plot with Kell's lady friend...
I think they really like them. I certainly do - each is very dramatic and exciting.How are your players feeling about the encounters so far?
Here's Adarun's 3 questions that he asked last night after watching the stars, before going to bed:
1. 'If we sneak into the Dragon Brothers' hideout, what unexpected obstacles, traps, and other dangers await us inside, and how can we best circumvent them?'
2. 'What unforeseen problems will we face during the smuggling bust tomorrow night and what is our best approach to thwart the smugglers and safely sink the Grinning Griffin, should that become necessary?'
3. 'When, where, and how will the Bleak Gate Killer strike next and how can we best stop him without being killed in the process?'