RangerWickett
Legend
I'm working up my list of what I intend to tweak or add for the hardcover we're doing, but I probably won't get to that work until October or so, since until then I'll be pushing to write adventure 7 by deadline. But I would like to open this up to feedback.
Some things are limited by our budget. We do plan to add some new art and maps, but there's a limit. But if there are pics or maps you think we need, do tell, please.
Intro Pack
We're adding prestige classes/paragon paths, which I already have pretty clear in my head. But we also want to add new starting character themes, and I'm curious if you have any suggestions? Bear in mind those won't have as much plot connection to the adventures, since we don't want to bloat the book by adding new subplots, especially since it's already going to be rather large with what we've already written.
I'm curious if there's anything you wish had been in the Player's Guide or Campaign Guide that wasn't. Obviously we're going to go through and fix the stuff that is just plain wrong or extraneous. We changed some of our plans along the way because we had better ideas, so some early outlines are no longer accurate.
One thing I want to take a look at is Prestige. We had a discussion about it that I book-marked. http://www.enworld.org/forum/showth...-Magic-Items&p=6154307&viewfull=1#post6154307
Adventure One
Lighthouse defense.
Any soldiers who did not act on the previous round (such as if the force was stopped by a barricade, removed the barricade, but then could not attack any PCs) can act immediately to remove new barricades the PCs put up adjacent to them.
So if 6 soldiers are stopped right outside the lighthouse by 1 piece, after they remove the barricade the other 5 soldiers will be ready to immediately undo up to 5 points of new barricade. Then at the start of their next turn, if there’s still no barricade left, they’ll force their way into the lighthouse.
Adventure Two
Page 8 – late spring =/= Summer 1.
Also, I'd appreciate suggestions to try to make it harder to simply avoid the smuggling plot thread. Perhaps as simple as having Lorcan Kell mention it as a condition of him handing over Wolfgang; he wants to ruin the business of a fellow crime syndicate.
Also, Roadtoad had a clever idea, wherein Kell asks not for a 1000 gp bribe, but for them to get him back 1000 gp worth of fey pepper that was seized (with the alternative option of simply handing him a pure bribe). Anything to encourage PCs to be corrupt cops is okay in my book.
Even better, have him ask the party go after the Family shipment.
Really amp up the conflict between Family and Kell-Guild. Have the two men vying for control of the wands. Make the crime and crime-fighting a larger element.
Increase Saxby’s involvement.
Maybe have LeBrix extradite Cillian Creed and out Macbannin if the party screws up and lets Macbannin get free. (i.e., have “fail states” for each adventure that still drive things onward)
Adventure Three
In the rainbow room, there are 8 spikers, not 10. The map’s colors are off.
Remove mention of mud in subrail station terrain. Clarify the tarps.
Mutated centipedes lack initiative, shouldn't have thoughtform.
Ancients shouldn't have brass plates, but rather gold!
Pathfinder version,
Adventure Four
Add a few maps, perhaps? Rail enclaves, the arena, the Family Stone encounter? And Crypta Hereticarum will be expanded.
Adventure Five
Make the hand-out for the "Subrail invitation." Include a hand-out with clues to the dwarf stuff, so you can show it to the players.
Add a map of the eschatologist lair, possibly. And the Cauldron Hill complex entrance. And bridge combat.
Fix 'Putting the Pieces Together.' The envelope 'contained a letter...,' so the party should have to do some leg work to find out what was in there. This is how some of the radicals get their invite. (The reference to a player handout here is an error, confused with the dinner invite for the peace summit.)
Ditto, add some suggestions for contingencies in case the dwarves are found out. Hell, overall clean up this adventure's three threads, to make the timeline and interaction clearer.
Some things are limited by our budget. We do plan to add some new art and maps, but there's a limit. But if there are pics or maps you think we need, do tell, please.
Intro Pack
We're adding prestige classes/paragon paths, which I already have pretty clear in my head. But we also want to add new starting character themes, and I'm curious if you have any suggestions? Bear in mind those won't have as much plot connection to the adventures, since we don't want to bloat the book by adding new subplots, especially since it's already going to be rather large with what we've already written.
I'm curious if there's anything you wish had been in the Player's Guide or Campaign Guide that wasn't. Obviously we're going to go through and fix the stuff that is just plain wrong or extraneous. We changed some of our plans along the way because we had better ideas, so some early outlines are no longer accurate.
One thing I want to take a look at is Prestige. We had a discussion about it that I book-marked. http://www.enworld.org/forum/showth...-Magic-Items&p=6154307&viewfull=1#post6154307
Adventure One
Lighthouse defense.
Any soldiers who did not act on the previous round (such as if the force was stopped by a barricade, removed the barricade, but then could not attack any PCs) can act immediately to remove new barricades the PCs put up adjacent to them.
So if 6 soldiers are stopped right outside the lighthouse by 1 piece, after they remove the barricade the other 5 soldiers will be ready to immediately undo up to 5 points of new barricade. Then at the start of their next turn, if there’s still no barricade left, they’ll force their way into the lighthouse.
Adventure Two
Page 8 – late spring =/= Summer 1.
Also, I'd appreciate suggestions to try to make it harder to simply avoid the smuggling plot thread. Perhaps as simple as having Lorcan Kell mention it as a condition of him handing over Wolfgang; he wants to ruin the business of a fellow crime syndicate.
Also, Roadtoad had a clever idea, wherein Kell asks not for a 1000 gp bribe, but for them to get him back 1000 gp worth of fey pepper that was seized (with the alternative option of simply handing him a pure bribe). Anything to encourage PCs to be corrupt cops is okay in my book.
Even better, have him ask the party go after the Family shipment.
Really amp up the conflict between Family and Kell-Guild. Have the two men vying for control of the wands. Make the crime and crime-fighting a larger element.
Increase Saxby’s involvement.
Maybe have LeBrix extradite Cillian Creed and out Macbannin if the party screws up and lets Macbannin get free. (i.e., have “fail states” for each adventure that still drive things onward)
Adventure Three
In the rainbow room, there are 8 spikers, not 10. The map’s colors are off.
Remove mention of mud in subrail station terrain. Clarify the tarps.
Mutated centipedes lack initiative, shouldn't have thoughtform.
Ancients shouldn't have brass plates, but rather gold!
Pathfinder version,
Sbodd said:For "Rally the RHC", if the party saves Delft, it says that "Bystanders who see Delft regain their wits and start fighting back." But, there's no mention of what stats to use for them, and the only other reference to the bystanders is in the sidebar at the top, where it says they're all noncombatants. The 4E version has a minion stat block for rallied staffers; is there a Pathfinder one?
For the "Collapse" outcome of the portal ritual, there's no actual effect listed aside from the Thing From Beyond emerging, though "Rupture" says to "Repeat the attack from Collapse above." Is there a specific effect that was intended to go here? The 4E version has a damaging attack listed. (Personally, I'm debating whether it should inflict aging penalties on PCs who fail a save TBD.)
Adventure Four
Add a few maps, perhaps? Rail enclaves, the arena, the Family Stone encounter? And Crypta Hereticarum will be expanded.
Adventure Five
Make the hand-out for the "Subrail invitation." Include a hand-out with clues to the dwarf stuff, so you can show it to the players.
Add a map of the eschatologist lair, possibly. And the Cauldron Hill complex entrance. And bridge combat.
Fix 'Putting the Pieces Together.' The envelope 'contained a letter...,' so the party should have to do some leg work to find out what was in there. This is how some of the radicals get their invite. (The reference to a player handout here is an error, confused with the dinner invite for the peace summit.)
Ditto, add some suggestions for contingencies in case the dwarves are found out. Hell, overall clean up this adventure's three threads, to make the timeline and interaction clearer.
Last edited: