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<blockquote data-quote="nyjm" data-source="post: 2867100" data-attributes="member: 18313"><p>wow, this is just the fabulous feedback i was hoping for. thank you!</p><p>Those are typos, the sneaky kind that duck past you after staring at the text for days on end. Helgen is female; Jordan and Jezrek are both supposed to be male.</p><p></p><p>actually, i really don't see how to the population make-up of the city makes much of a difference for adaptability; they PCs don't have that much interaction with the townsfolk. but it's easy enough to change just to make it all the more easier for folks running a more traditional campaign.</p><p></p><p>orginally, there were two kinds of maenad barbarians, but that meant too many stat blocks for too little bang. four CR 6 creatures are actually a en EL 10, which isn't much of a threat to the PCs, but they'd certainly live a few rounds to be a nuisance while the gluttons deal out some pain. </p><p></p><p>however, you make a good point that the higher-level townsfolk would certainly take part in defending Drylake. hmm... i think i'll take your advice.</p><p></p><p>i thougt of that, too, after the draft was finished. the spinosaurs seem extraneous, really. very cool monsters, but in the end just another stat block that takes up word count. i'll probably eliminate them all together or take your advice and move them to a "random encounter" as the PCs arrive - maybe they'll just become a plot hook...</p><p></p><p>aleithians are from the Mind's Eye section of Wizard's site. any mention of them is just an oversight - they're far too campaign specific. right... time to use the "find and replace" function in Word.</p><p></p><p>check out the Treasure entry for The Supellex encounter, at the bottom of page 29: "The clockwork mechanism which amplifies that crystal heart of the Supellex is comprised of six individual psionic items: crystal capacitor (5 pp), crystal mask of detection, psychoactive skin of nimbleness, third eye penetrate, third eye concentrate, torc of free will."</p><p></p><p>you're supposing that the right hand knows what the left hand is doing. but, again, that is campaign-specific flavor - the Ebon Ring is pretty powerful as it is.</p><p></p><p> more campaign-specific information; the PCs in my campaign are former agents of the illesine. but for clarity's sake, it's best to remove that from Kul'dur's description.</p><p></p><p>well, that's certainly very smart, but it isn't very fun. i would think that though very intelligent, the Ebon Ring suffers from the achille's heel of all villains: hubris. they want to get this job done and done swiftly before those meddling kids of the PCs have a chance to get there. there should probably be a side bar for the PCs if they take too much time - they won't be facing Jezrek, but a very powerful Ebon Ring.</p><p></p><p>that's a very good point; a power stone of mind probe in Helge's hands should solve that easily enough. it still takes a minimum of five rounds to activate the porta (one character on each door, three checks = three rounds; then four characters each activate a rune in one round; 5th round, last two runes activated by two characters.) fighting off the PCs might as the Ebon Ring activates the Porta might make for a very interseting encounter by itself.</p><p></p><p>wow. thanks again for the feedback. it's very much appreciated.</p><p></p><p>- njm</p></blockquote><p></p>
[QUOTE="nyjm, post: 2867100, member: 18313"] wow, this is just the fabulous feedback i was hoping for. thank you! Those are typos, the sneaky kind that duck past you after staring at the text for days on end. Helgen is female; Jordan and Jezrek are both supposed to be male. actually, i really don't see how to the population make-up of the city makes much of a difference for adaptability; they PCs don't have that much interaction with the townsfolk. but it's easy enough to change just to make it all the more easier for folks running a more traditional campaign. orginally, there were two kinds of maenad barbarians, but that meant too many stat blocks for too little bang. four CR 6 creatures are actually a en EL 10, which isn't much of a threat to the PCs, but they'd certainly live a few rounds to be a nuisance while the gluttons deal out some pain. however, you make a good point that the higher-level townsfolk would certainly take part in defending Drylake. hmm... i think i'll take your advice. i thougt of that, too, after the draft was finished. the spinosaurs seem extraneous, really. very cool monsters, but in the end just another stat block that takes up word count. i'll probably eliminate them all together or take your advice and move them to a "random encounter" as the PCs arrive - maybe they'll just become a plot hook... aleithians are from the Mind's Eye section of Wizard's site. any mention of them is just an oversight - they're far too campaign specific. right... time to use the "find and replace" function in Word. check out the Treasure entry for The Supellex encounter, at the bottom of page 29: "The clockwork mechanism which amplifies that crystal heart of the Supellex is comprised of six individual psionic items: crystal capacitor (5 pp), crystal mask of detection, psychoactive skin of nimbleness, third eye penetrate, third eye concentrate, torc of free will." you're supposing that the right hand knows what the left hand is doing. but, again, that is campaign-specific flavor - the Ebon Ring is pretty powerful as it is. more campaign-specific information; the PCs in my campaign are former agents of the illesine. but for clarity's sake, it's best to remove that from Kul'dur's description. well, that's certainly very smart, but it isn't very fun. i would think that though very intelligent, the Ebon Ring suffers from the achille's heel of all villains: hubris. they want to get this job done and done swiftly before those meddling kids of the PCs have a chance to get there. there should probably be a side bar for the PCs if they take too much time - they won't be facing Jezrek, but a very powerful Ebon Ring. that's a very good point; a power stone of mind probe in Helge's hands should solve that easily enough. it still takes a minimum of five rounds to activate the porta (one character on each door, three checks = three rounds; then four characters each activate a rune in one round; 5th round, last two runes activated by two characters.) fighting off the PCs might as the Ebon Ring activates the Porta might make for a very interseting encounter by itself. wow. thanks again for the feedback. it's very much appreciated. - njm [/QUOTE]
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