What is the best Mystic Eye/Thunderhead Games product?

Which Mystic Eye/Thunderhead Games product do you believe is the best?

  • Bluffside

    Votes: 27 39.7%
  • Siege on Ebonring Keep

    Votes: 8 11.8%
  • Guilds and Adventurers

    Votes: 3 4.4%
  • The Hunt: Rise of Evil worldbook

    Votes: 5 7.4%
  • The Pit of Loch-Durnan

    Votes: 3 4.4%
  • Foul Locales: Beyond the Walls

    Votes: 5 7.4%
  • The Deep

    Votes: 1 1.5%
  • Artificer's Handbook

    Votes: 7 10.3%
  • Nightmares & Dreamscapes

    Votes: 2 2.9%
  • Other

    Votes: 7 10.3%

  • Poll closed .
I agree

I agree Bret. The Foul Locales series of books are very useful and very well done. Those books get a lot of use in my campaign. I am a huge fan of that series.

Bluffside is just awesome though. I mean, I know its not a scientific poll or anything, but Bluffside has nearly as many votes as all the other products COMBINED. I think that shows at least it was/is a great product in some people's minds.

Love your work by the way, Bret. Awesome stuff.

Rabid Gerbil
"Nibble, nibble, nibble"
 

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Rabid Gerbil said:
I agree Bret. The Foul Locales series of books are very useful and very well done. Those books get a lot of use in my campaign. I am a huge fan of that series.

Bluffside is just awesome though. I mean, I know its not a scientific poll or anything, but Bluffside has nearly as many votes as all the other products COMBINED. I think that shows at least it was/is a great product in some people's minds.

Love your work by the way, Bret. Awesome stuff.

Rabid Gerbil
"Nibble, nibble, nibble"

Thanks, RG!! You just made my day. Comments like these are why I keep writing. Of course the negative ones keep me going also, but let me just bask in yours for a moment...:D
 

Nice to see folks still love Bluffside out there, was the first book I worked on (Undercity and the Sewers have my grubby mits all over them) and the book I probably had most fun doing too... :)
 




johnsemlak said:
Makes me a little surprised the line was ended.

Tell me about it.

But then, it's such a self contained sourcebook, how much more do you need?

THAT SAID, if the MEG guys are listening (and I know you are), having finished that long alluded to project that talked about the mysteries of Bluffside (like the ruined ancient city and the sorcerer-hating tower) would have been really nice. ;)
 


johnsemlak said:
Makes me a little surprised the line was ended.

Sigil is doing a module for it at some point. I think that's who they said in their chat. So, when it comes out buy mutliple copies, to show that Bluffside still has selling power!!
 

Sucks that I can only vote once. The original concept of Bluffside was mine (which existed as a city stat block in an unfinished module), and I wrote probably 80% of the Artificer's Handbook (though, I can not take credit for the actual spell slot mechanic itself, that goes to Manus Smith).

So, you can see that I would be a bit torn between the two.

All these votes in support of both products really warms my heart. I would love to see both an expanded Bluffside product, and a revised/expanded Artificer's Handbook.

On a related note, the errata for Artificer's should be out soon. I just turned the documents over to our layout person a few minutes ago.


Interesting trivia tidbit:

When I started working with Thunderhead Games, I began working on a module that involved PCs traveling a goblin-infested path via a caravan between two cities. So, I needed some cities. I asked Hal, "I need some cities." Hal: "Make some up." Ok, so I created Perten as a starting point. It was designed to be a melting pot city so that all kinds of humanoid races could have some viable reason to be there. There were going to be gnomes in the mountains nearby, and halflings and elves in the forests, etc., etc. Then, I needed a destination. I admit that I really liked the idea from a game I'd been reading about called Horizons, that was a city of vampires called Cliffside. I changed the name to Bluffside. The original makeup was that it was a haven for thieves and mages (an odd combination, yes). It was also supposed to have a rich merchant class. The original design also called for a wall of catwalks and elevators that would haul goods from the sea floor up the side of scaffolding along the cliff-face to the city itself. That eventually got replaced with the underground areas, and we tied in the whole archaeological aspect to it, which I think was a nice touch.

Anyway. Some interesting side information if anyone cares. :)

BTW, that module never saw the light of day (nor was it completed), but the goblin fortress that was featured in it (Targ Ak'ala Beng) was published in ENWorld Journal #1.
 

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