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Shadows Under Thessalaine
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<blockquote data-quote="Macbeth" data-source="post: 2015101" data-attributes="member: 11259"><p>Thanks for the feedback.</p><p></p><p>As for non-combat encounters, I think you might add some more conflict in either town. The advisor who is being controled by the bad guys (I forget his name at the moment, and I don;t have my copy easily available) might make a good non-combat encounter, since the PCs shouldn't kill him outright (at least not right off the bat), but he cold be acting suspicious. Perhaps the PCs might find him doing something that doesn't seem quite right. They can't just kill him, but they might want to ask some questions.</p><p></p><p>Another way to work in more non-combat encounters would be to leave less info in the form of notes and maps the bad guys leave behind, and more in the form of interogating the guys. For example, if a note was just left with an address within one of the cities (instead of corespondance between two of the baddies), the PCs would have to very carefully investigate why that address was important. Maybe it was just the person who sold supplies to the mask makers, or somesuch. Basically, if a little less info was left in 'handouts' and more in NPCs, the PCs would have to interact more.</p><p></p><p>Alternatively, maybe the PCs have to deal more with the authorities in each town. Just because the have official permission doesn't mean street-level guards might not get in the way. Perhaps the PCs have to deal with a patrol of gaurds who stumble upon the same complex the PCs are investigating. THen the PCs have to convince the gaurds to get out, or protect the guards when they are attacked. I just thoght this up, but I really like the idea, since it lends itself to both roleplaying (the PCs have to talk the guards out of taking on the bad guys themselves), and combat (since the guards may not leave quickly enough, so the PCs have to look after them).</p><p></p><p>Really, it's a good module, I don't want to sound too negative. I really did like it, but it just didn't quite make it above average. When I give the average score, I mean that the adventure as a whole is very average, but some of the ideas within it are excellent.</p></blockquote><p></p>
[QUOTE="Macbeth, post: 2015101, member: 11259"] Thanks for the feedback. As for non-combat encounters, I think you might add some more conflict in either town. The advisor who is being controled by the bad guys (I forget his name at the moment, and I don;t have my copy easily available) might make a good non-combat encounter, since the PCs shouldn't kill him outright (at least not right off the bat), but he cold be acting suspicious. Perhaps the PCs might find him doing something that doesn't seem quite right. They can't just kill him, but they might want to ask some questions. Another way to work in more non-combat encounters would be to leave less info in the form of notes and maps the bad guys leave behind, and more in the form of interogating the guys. For example, if a note was just left with an address within one of the cities (instead of corespondance between two of the baddies), the PCs would have to very carefully investigate why that address was important. Maybe it was just the person who sold supplies to the mask makers, or somesuch. Basically, if a little less info was left in 'handouts' and more in NPCs, the PCs would have to interact more. Alternatively, maybe the PCs have to deal more with the authorities in each town. Just because the have official permission doesn't mean street-level guards might not get in the way. Perhaps the PCs have to deal with a patrol of gaurds who stumble upon the same complex the PCs are investigating. THen the PCs have to convince the gaurds to get out, or protect the guards when they are attacked. I just thoght this up, but I really like the idea, since it lends itself to both roleplaying (the PCs have to talk the guards out of taking on the bad guys themselves), and combat (since the guards may not leave quickly enough, so the PCs have to look after them). Really, it's a good module, I don't want to sound too negative. I really did like it, but it just didn't quite make it above average. When I give the average score, I mean that the adventure as a whole is very average, but some of the ideas within it are excellent. [/QUOTE]
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