White Witch 42 wrote:
Couldn't Baba Yaga, as part of her wish granting as a thank you...bring back Nadya's daughter?
And, you'd better believe if Nadya is still traveling with the party as an NPC and survives until the very end, that's exactly what she'd ask of the Old Crone.
Kevin Mack wrote:
Will there be a character set for the pirate AP then? (Hoping for a catfolk character)
You'd be far more likely to see a tengu as a non-standard race in that set than a catfolk. Personally, I'd probably hold out for doing a catfolk until Serpent's Skull (any jungle cat), Legacy of Fire (any desert cat), or possibly Reign of Winter (i.e., snow leopard/tiger themed). Outside of that, catfolk just aren't good thematic fits in terms of credible backstories for most of the existing APs. And they're not that prevalent in Golarion anyway...at least, not the regions where these APs take place.
I just got back from the first night of the local convention (MACE) here in Charlotte, NC. Jason Bulmahn is the Gaming Guest of Honor and he held a panel called "What's New With Paizo?" wherein he talked about the Advanced Class Guide (among other things). Here's some additional takeaways based on what he shared while giving a rundown on each of the new hybrid classes:
Arcanist - It's basically a sorcerer/wizard mash-up wherein he gets to prepare his spell slots once per day, but then casts them like a sorcerer. As a result of this arcane power expansion, he has a bit more limited spell selection than the typical sorcerer. He also has to designate both a bloodline and a school in which he focuses his magic. And, he determines (or prepares?) which bloodline powers or school powers he gets.
Bloodrager - Definitely a barbarian/sorcerer mash-up. Selects a bloodline, but any powers derived from the bloodline are only available while raging. His rage is basically an arcane intensifier. And, as a result, he can obviously cast spells while raging.
Brawler - This class is the fighter/monk mash-up. It discards all the mysticism of the monk (i.e., ki, etc.) and steers straight into becoming the full BAB, quintessential combat maneuver opponent utilizing unarmed combat. He gets some weapon selection, too, and can apparently wear light armor.
Hunter - This is a druid/ranger mash-up focusing pretty heavily on the tandem of a hunter with an animal companion. Both he and the animal companion get teamwork feats which they can obviously use in synergy with one another.
Investigator - An alchemist/rogue mash-up designed to blend in a Sherlock Holmes and Dr. Jekyll vibe. The Jekyll component isn't so much focused on becoming your own monster (though there'll likely be an archetype for that). Instead, it's the ultimate smart guy investigator using precision strike combat methods and intelligent alchemy to solve mysteries.
Shaman - This guy is an oracle/witch mash-up. It's a divine caster which communes with his familiar in a witch-like fashion. He chooses a type of spirit which guides him which is reflected in the familiar. The available spirits are very similar to oracle mysteries in that they're generic stuff like Battle and Earth, etc. A shaman with a fire spirit would have a familiar that resembled a fiery creature. And so on. At higher levels, he also gets what's called a "wandering spirit" which lets him basically swap around various abilities and feats as he prepares himself each day by communing with the spirit world.
Skald - This is the bard/barbarian mash-up. He can initiate a performance which inspires rage in himself and his allies. Those who hear his performance don't necessarily have to accept the rage, however. They can ignore it to stay cool, calm, and collected. That way, the wizard doesn't spontaneously forego his spellcasting and throw himself into battle just because the skald offered up a rousing performance.
Slayer - A ranger/rogue mash-up that strips away all the nature-based stuff of the ranger and blends the favored enemy leftovers with the combat rogue's deadliness. At higher levels, it gains a death attack ability like an assassin. And, no, you don't have to be evil to be a slayer. So, yes, it's a lot like playing an assassin as a full 20-level class. You just don't get the assassin's deadliest attack until you advance far enough for it to become a granted class ability. In combat, he effectively gets to fixate on an opponent to take out his slayer's aggression. At higher levels, he can designate more than one opponent for the effect.
Swashbuckler This is the fighter/gunslinger mash-up. It's not focused on firearms (though it'll likely include a way of adding that to the base build via an archetype or something). He trades out the gunslinger's grit for a swashbuckler's panache. Mechanically, it works very similar, basically giving the swashbuckler a means to carry out all kinds of derring-do in the midst of combat. And, speaking of combat, he's very much focused on light, one-handed melee weapons while wearing little to no armor. He also gets to toss around plenty of witty repartee.
Warpriest This is the cleric/fighter mash-up. It's a way of creating combat-capable priests without going straight into paladin. Heavier armor is granted with full BAB, but spell selection is a bit more limited as a result. Presumably, he's going to have some other divine abilities capable of calling down the wrath of the gods.
Hope that helps fill in a few more gaps for folks,
I saw the other day that the Omnia Mutandis is actually an alchemist's tome which gets described in the Mutant Manifesto. A lot of these gothic grimoires have unusual names for the mysterious tomes they describe. So, both names are apparently applicable. The actual product is Mutant Manifesto. But the product contains information which describes an unusual book your PCs can find called Omnia Mutandis, and its alchemical-soaked pages carry all sorts of unusual properties.
...it takes everyone out of the game when stuff which should be the logical consequence of how the rules work suddenly don't.
I've always been of the belief that the rules should never trump the story. If you and/or your players are allowing themselves to be taken out of the game because they're metagaming over epic DR and the supposed ability for a paladin's smite to bypass it, I think you're missing the forest for the trees. Don't get me wrong, though. I see your point. I just think all of you (GM and players) need to come to an agreement that there are going to be moments when the rules get set aside in the interests of having a better story play out at the gaming table. And if you're overly concerning yourselves with minutiae of the smite vs. epic DR situation, just elevate it beyond that and say one of the chimera's powers is literally that the only thing that can hurt it is the divine source of the power invested in the mythic PCs. That way, it's not simply their mythic power...but, rather, the specific source of it which is the chimera's weakness. That way, the paladin army can't hurt it. The PCs can. And the encounter still serves its purpose in the story the adventurer is designed to tell.
But that's just my two cents,
Full disclosure: James had to change the original army during development for a variety of reasons. Originally, I had it as four, separate armies (100-man battalions, basically) which the presumed four PCs in the adventure would get to lead. That way, even during the mass combat situations, every player at the table would have an army-like "character" to run. But that took up too much space (particularly, because there had to be enough Worldwound armies also defined to challenge them). So, these originally individual armies were a lot weaker than a 100-man paladin army. And I'm sure James needed to change them just to ensure better survivability of the PCs' army against the fiends they'd be up against. Also, by keeping it to a smaller army (i.e., 100 men vs. the 400 men spread across the 4 separate armies), it more credibly supported the need to avoid attention as they marched into the Worldwound. Obviously, it also simplifies running the mass combat encounters, saves on word count/space, etc.
So, the discrepancies involving the army not being able to affect Soltengrebbe the mythic chimera (because of its epic DR), owes more to the fact that my original four armies weren't comprised of paladins. Instead, there were 100 dwarven defenders (i.e., heavily armored footsoldiers, not the prestige class), 100 elven rangers (primarily archery focused, but also serving as scouts), 100 mounted Taldan cavalry, and 100 Kenabres footsoldiers. None of these units were capable of bypassing the DR, so it forced the PCs into facing the chimera in order to end that threat so their armies could survive and assault the citadel.
With regards to the paladin army healing between encounters, you could certainly rule that they have the healing potion resource, but keep in mind the "healing" of an army isn't meant to reflect the healing power of lay on hands or channel energy. Damage to an army is meant to reflect the loss of lives, not simply hit points. And the "healing" of an army is meant to be demonstrated through the arrival of reinforcements, new recruits picked up along the way, and so on. Room can likely be made for some healing of an army as the ability to swiftly return individually injured soldiers to full hit points, but unless you've got mass resurrection ability, that can't account for all of an army's healing between battles.
Hope that helps,
I believe Jason simply renamed Omnia Mutandis to Mutant Manifesto. So, they're probably the same thing and the "tentacle" discoveries you saw are likely contained in this product. However, I didn't work with him on this one, so I'm not 100% certain. He'll probably be along to confirm for you sometime later today.
This has been one of the best parts of the contest for me and I've learned much, much more from reading the feedback on everyone's entries rather than just from the bit of feedback I've received....Getting any feedback from a publisher is great, but getting to read everyone's feedback is amazing and it's what makes this contest so enjoyable, IMHO.
Well said. And well realized. Every year I caution folks who are so eagerly looking for feedback on their item by telling them the evaluation of their single item will never compare to what they can learn by reading everyone else's critique. It's not enough to just know what you may have done wrong with your one submission. Instead, a potential Superstar should be absorbing every single lesson on display. That's what the Superstar forums are for...and they go all the way back to the very first year so you can even learn how the contest has grown and changed over time.
But that's just my two cents,
My two cents...
...Radosek would be frantically trying to call Nazhena's attention back to the Pale Tower given the full-scale invasion he's witnessed by the PCs. And, though Nazhena would receive his message (either via an attentive mirror or by just checking in on him via the Irriseni mirror sight spell), her duties attending to Elvanna's instructions to secure Baba Yaga's hut would completely prevent her from going back home to deal with Nadya and the upstart PCs. Instead, she'd challenge her apprentice to defend the tower and then she might send out a few messages of her own to more of her Winter Guard or cold fey and another ice troll who owe her a favor to converge on the tower and aid Radosek. You might even consider having her send some flying minions (not ravens, but rather icy gargoyles or mephits) to his aid. It might take them awhile to get there, though. So factor that in...
Black Dougal wrote:
What happens if the players redeem the corruption forge and then try to rework Soulshear? If it was possible to corrupt a sword like Radiance, does the converse hold where a demon infused weapon can be redeemed?
Here's my two cents...
...I'd say sure. Why not? In essence, you're talking about reworking an intelligent weapon which is infused with the malevolence of a babau demon. I'd imagine step one of the process for converting such a weapon would be 1) redeeming the babau (i.e., we've already seen that a succubus can be redeemed in Arueshalae), or 2) exorcising the demon (which is essentially a situation involving object possession) and then replacing it with a more benevolent outsider.
The final product would flip the weapon into an intelligent +2 transformative glaive infused with the essence of something like a legion or hound archon. It could still maintain the misdirection power to help with infiltrating and putting down demonic cults. And then you might consider upgrading it's summon monster ability to summon monster VI so it can bring forth a legion archon 1/day (which is the power equivalent of a lillend azata). Or, alternatively, you could spin it as summon monster IV and make it a hound archon instead to reflect that the weapon (while converted to good) was somewhat weakened in the process compared to the original Soulshear.
Either way, you'd want to give it a new name, as I don't expect archons would favor calling the weapon Soulshear anymore.
How would you handle this?
I'd drive home just how dangerous the Worldwound can be for small groups of low-level NPCs by hitting them with extra encounters that didn't focus so much on picking fights with the mythic PCs as taking apart their 10-15 soldiers. And, after killing off those 3rd level paladins, I'd inflict a couple of permanent points of damage to their army to reflect the loss of those units.
Then, out of character, I'd have a conversation with the players about the nature of the game and particularly this adventure. Non-mass combat encounter design in these adventures is prepared with an average party level in mind. And, when they decide to take what amounts to 10-15 low-level cohorts with them into encounters that are designed for high-level mythic PCs, they're essentially leading those NPCs to their doom. Wrath of the Righteous calls for heroes to lead by example and accomplish things the rest of the crusaders can't. That means there'll be situations where they'll need to leave the army behind. Those low-level NPCs have safety in numbers (i.e., as an army). But when they're broken up into smaller units of 10-15, they lose that defense entirely.
The bottom line is that while suspension of disbelief needs to create credible situations for it to occur, it's also a cooperative exercise between a storytelling GM and players who want to take an active role in shaping that story, too. So, sit them down early and let them know the kinds of scenes where you'll need their help. The safety and protection of their troops should be foremost on their minds. So, they shouldn't be leading a bunch of low-level soldiers into an ambush that would challenge mythic PCs. In addition, the responsibility of using their mythic abilities should weigh on them. By occasionally pulling away from their army, they can draw attention to themselves rather than their soldiers and deal with problems where their adversaries might run rather than fight a larger group. Essentially, there are moments where the mythic PCs should sucker the demons and their allies into thinking they're a small unit that's vulnerable, only to turn the tables on them with their mythic power.
But that's just my two cents,
One editing observation: his wizard pregen, Klyndagh Foehammer, should switch out one of his first level spells for an actual transmuter spell...
My bad. I'm not sure what happened there, but I apparently missed a copy/paste error in his stat-block. He shouldn't have protection from evil. Instead, I had stone fist in his stat-block spreadsheet. It just never made it into his pregen write-up.
...and maybe have a spellbook
As designers, we're often constrained by space on including the actual spellbooks for PCs and NPCs alike. So, in general, I usually don't put much emphasis on that. It's a nice-to-have, but not a need-to-have. It's also a good idea to leave some room for players to customize such characters by selecting their own alternative spells for the spellbook anyway.
That said, if you really want it "spelled out" (hah, I pun!), his spellbook should probably have (all prepared spells plus: 0-all cantrips, except bleed, disrupt undead, ghost sound, and touch of fatigue; 1st-crafter's fortune and enlarge person). He already has a sufficient number of 2nd level spells among those he's prepared. The keynote addition to this spellbook would be crafter's fortune as it would come in very handy in the crafting challenge that's part of the Test of the Crown...provided, of course, he can take time to prepare it.
Hope that helps,
I suspect Jason will find his way here soon, but I think the delay on Ultimate War is owing to the progress he's made on the Mythic "monster" line-up, as well as getting everything in line for the recent Kickstarter to put out our first hardcover book. That's not to say there hasn't been progress with Ultimate War, however. I believe he's fairly deep into the writing and development of it. So, hang in there. The Ultimate plug-ins have been very popular so far, and I'm certain this one will get our focused attention very soon.
It's cool to see Soltengrebbe (the mythic chimera) in all its plastic glory. I had fun doing a different spin on the typical chimera by reinterpreting the dragon head from fire-based to cold-based, the lion head to a snow tiger, and the typical goat to an actual high-altitude mountain ram. Piling mythic on top of that was just icing on the cake.
Looks like this product is picking up some steam (and sales). It climbed to #1 on the Legendary Games chart for the first time this week. That puts it in some pretty good company, considering how well the mythic plug-in's have been doing. Hopefully, folks get a lot of mileage out of this one. And I'd love to hear some more feedback.
Check your copy of Inner Sea Magic and read up on the winter witch archetype. Or, if you don't have that handy, you can also look it up on the D20PFSRD website.
Basically, all winter witches replace their 4th level hex with cold flesh. So, his three hexes are frozen caress at 1st level, cold flesh (which he also gets at 1st level, but it replaces his 4th level hex), and then flight at 5th level.
In his stat-block, cold flesh is listed under his Special Qualities.
My two cents,
For anyone who's interested, I put together a product for Legendary Games called Righteous Heroes which lays out eight potential pregen PCs that gaming groups might find useful for this adventure path. They can serve as PCs or NPCs, or even just inspiration for more ideas on what kinds of characters might be a good fit for the campaign. They include:
Since you are around solving questions, if you have time could you please take a look at some of the possible errors I found in the adventure? I posted them in the second page on this thread.
That's an exceptionally long list to try and go back and do comparisons between calucations in the original turnover vs. the stat-blocks which resulted from the adventure's final development. Keep in mind that lots of things change in development. And that's for a variety of very valid reasons. I think any miscues you may have found in those stat-blocks are likely just oversights that resulted from some of those changes. So, it's not really something I should address here. I mainly wanted to help Dragios out, because he needed to understand why Sosiel was described as a resource on advising the PCs about the demons they might face. I was speaking more from a story perspective than a pure mechanical stat-block perspective. Though, obviously, to explain the story reasons, I still needed to explain how some of his skill points and feats were spent.
For the purposes of what you're asking, I can only assume you're finding it necessary to rebuild some of the encounters to suit a larger group of PCs (i.e., more than four), or higher-level PCs, or maybe just something with a higher CR for an experienced group of players. Either way, there's no need to get bogged down in sussing out all the discrepancies in the original stat-blocks. Just rebuild them from scratch the way that makes the most sense for your group and trust in your math or whatever character generator you might be using.
My two cents,
Mike Welham, Christina Stiles, Steve Miller, and I are all in the NC/SC area.
In fact, the upcoming MACE convention here in Charlotte, NC has Jason Bulmahn as a Guest of Honor, and all the aforementioned people I listed above will be there, too. It's scheduled for November 15th-17th. And I know they've got a pretty solid Pathfinder Society gaming experience setup, as well. It's about as close to a PaizoCon East as we've managed so far. But there's also a strong Pinnacle Entertainment Savage Worlds draw, as well, since they've got Shane Hensley (president of PEG) bringing in a large contingent to celebrate their 10th anniversary at the show. Anyone who'd like to rub shoulders with these folks should head our way. It's a major gaming con with a solid track record, but also small enough that it has a very PaizoCon-esque feel to it.
In the beginning when listing off the NPCs and their specialties, it lists Aron Kir as the cleric of Shelyn and Sosiel Vaenic as the expert on siege weapons tactics and the like. I'm assuming that's just a typo.
Correct. Reverse them. That's just an inadvertent mix-up between the original manuscript and subsequent development.
But it also mentions that the cleric is knowledgeable about demons, yet neither Aron nor Sosiel have Knowledge (planes). Should that skill be added to one or the other?
Things often change between how NPCs are originally envisioned and how they ultimately appear in the final product. James had to rebuild Sosiel somewhat differently than the choices I'd made for him. So, in my original turnover, Sosiel had Knowledge (planes) +9 and the ability to use the Alignment Channel feat against evil outsiders. That was so he'd be an effective combatant against demons on the battlefield and someone who could advise them about demonkind during their march on Drezen. So, if you add any ranks to Knowledge (planes) for one or the other, it should be Sosiel.
Hope that helps,
Thanks for all the energy folks. We're over 50% funded in the first 6 days of the Kickstarter. At this point, there's 9 days remaining, so please do keep spreading the word. We'd like to not only fund, but hit some of those stretch goals, too. In particular, 300 backers would bring on Greg Vaughan's new gothic-themed adventure. And, the higher we go, the higher the page-count climbs in the eventual hardcover book as we add more and more content. Most of this content is ready to go, so you won't have to wait very long to get this print product into your hands. Be sure to tell all your friends and bring them to the table so they too can make their games Legendary! :-)
This product seems to be selling, but I haven't seen much in the way of commentary on it yet. I was hoping to get it into everyone's hands early enough so you'd be able to use it with the actual adventure path it's meant to enhance. Hopefully, folks get some timely mileage out of it. If so, let me know. I'm always interested in the feedback on this series so I can make adjustments for the next one.
There was zero offense taken, Anthony. Just manage your time accordingly. And I know that challenge quite well. Sometimes I need to take my own medicine on making sure I don't spread myself too thin. We all have only so much bandwidth to devote to all our interests. We've just got to prioritize and make the most of the time that's available to us, whether that be competing in RPG Superstar, supporting RPG Superstar, contributing something to Wayfinder, or tackling a series of freelance assignments.
Anthony Adam wrote:
...I do wonder how many prior contestants think there "is plenty of time between submissions" though - grin - I suspect not many :)
I do. During the early runs through RPG Superstar, we had only 3 days to turn in our next submission. Today, they give you an entire week. So, you should have plenty of time still left on the table to do something for Wayfinder in between rounds.
In fact, I'm not even sure what the submission deadline would be for Wayfinder #11 yet, but in prior years there was usually enough time available following the final round of RPG Superstar to still whip up something and send it in before the window closed. And, honestly, if you're in RPG Superstar for the long-haul, you should have the chops to crank out a 750- or 1500-word submission for them in practically no time at all. Even more, if you're not in the competition all the way to the end, that just means you have that much additional time to meet WF's deadline while you keep honing your craft.
But that's just my two cents,
I know what's likely to be next in line, but I'm not sure we're ready to officially announce it yet. Jason may come along and speak to it eventually. But, even then, it's unlikely we'd get started on it until sometime after January/February. Though I have the stat-blocks pretty much crunched already, I've got to clear some other commitments off my plate first. That said, I can tell you it'll likely be an older AP. We've been moving back and forth between "new" ones and "old" ones for awhile now. And, Righteous Heroes is obviously a newer one. So, we're more likely to fall back and do one of the others people already have on their shelves...which is good for me, because it means I don't have to wait for the Player's Guide to come out so I can incorporate the campaign traits into each PC's backstory.
I believe your most recent brush with a swarm was an embellishment by your illustrious GM, and not something I included in the adventure as-written. That said, I anoint myself with the tears of those who've endured the stinging swarms within this module. The entire goal of penning one of these adventures is that you make it memorable enough that people will be talking about it long after they've played it. Who knew bees alone could accomplish that goal? :-)
Last I checked, we were 25% funded in the first 12 hours. So...that's encouraging and all, but it also means we're still 75% away from being fully funded. And there are lots of higher tier stretch goals we'd like to reach, too.
Therefore, please do share the word and support us however you can. While it's true that we do make many of our products availabe as Print-on-Demand (and some of our customers have taken advantage of that), this is a larger push to get into your favorite local game stores. Long-term, it also means it's much more likely there'll be more print products from Legendary Games available directly through Paizo and other distributors. And, it means you could also see it showing up at GenCon and elsewhere.
So, if you're a fan of our stuff and you'd like to see us to take off even further into the third-party publishing market, come out and support the Kickstarter. We'd really appreciate it...and, there's a lot of really great stuff in some of those stretch goals we'd like to do, as well. Make your game Legendary.
The complete set at this point includes:
Also, Legendary Games just announced our new Kickstarter to get several of our products into print. We're starting small with the Gothic Grimoires line-up, but the stretch goals could bring some of the pregen products into the print compilation, as well, depending on how many stretch goals we hit.
Unfortunately, Righteous Heroes isn't yet a part of that package, but you can still get them as a standalone print product at our website. I believe Jason is still using CreateSpace and Amazon for that.
Small correction: Illemandir Ziruul isn't exactly an arctic druid. He's just a half-elf with an arctic elf father. His domain is actually Earth as a druid with the menhir savant archetype...which is meant to better explain how he taps into the power of ley-lines, standing stones, and other sites of power.
I'm guessing you at least go with Kyra or Alahazra for the divine caster role, especially given the thematic/geographic ties they have to the desert nations of Golarion. And, I could see a place for Lirianne in this one, too, if you want to play on The Mummy movie franchise theme of bullets vs. the undead. Alkenstar's not all that far from Osirion. Plus, Rob has a thing for gunslingers. Or, so I hear... ;-)
After that, maybe Merisiel for a rogue who can deal with the traps of ancient Osirion tombs? Or Damiel if you want to tie into the ancient alchemy angle. After that, you'd most likely need an arcane caster, and Ezren fits that bill better than Seoni, Seltyiel, or Lem. However, this might be a good time to showcase Balazar since he brings along a potent eidolon to shore up the melee presence. Plus, Rob also has a thing for summoners. Or, so I hear... ;-)
Just my two cents,
Heine Stick wrote:
Thank you for including Hero Lab files. Very much appreciated by this GM.
You can thank Rachel and Jason for that, I believe. Rachel had experience securing Hero Lab conversions during her time at Frog God. And, between her and Jason, I believe they wrangled it into place for you. Hope you enjoy the product and post up a review.
doc the grey wrote:
...I would love to hear what you guys think...
Hey, Doc. It's really a hard line to walk. In the PDF market, it's very difficult to do the premium art and still keep the price point at a place where products generate enough sales to make them worthwhile. Jason's goal going into this project was to essentially do a mythic version of every monster that wasn't included in Mythic Adventures (which got maybe 40 of them in there...many of which were used up on multiple versions of dragons and elementals). If you sit back and contemplate just how many individual illustrations that would be per PDF, it becomes staggering enough that we couldn't pay artists their due in making such an art-heavy project. At least, not if we wanted to keep the price low enough to draw folks in.
So, we're really caught between a rock and a hard place here. If we go art heavy and charge folks accordingly, we'll take a further round of criticism that our prices are too high (and we'll lose some sales). Meanwhile, if we go art light and keep the price down, we take criticism that the product didn't meet everyone's expectations from a layout/illustration standpoint (and we'll lose some sales). If we're going to err on one side of that equation right now...and for this kind of product...it makes more sense to go art light. That way, we keep things simple from a design standpoint, we avoid having to wrangle that many art assignments across so many artists, and we still give folks the crunchy stuff they need for their game.
Now, that said, as we continue exploring print products, I think it's possible we could revisit the situation down the road. For example, if LG has success with the Mythic Monsters line, I could see a print compilation getting commissioned at some point, and that might be the time to ensure there's all new mythic illustrations included. That's because the price point for a print product gives us more to play with in terms of meeting the high art standard with the larger number of illustrations we'd need. So, if you want to see something like that happen, help us sell the Mythic Monster PDFs by spreading the word about their usefulness. The resulting sales will give us a better sense of the consumers' appetite for this kind of plug-in series. And it'll fuel us to do something more elaborate with it.
But that's just my two cents,
P.S. One suggestion I made to Jason when he began this series was to do a sort of rogue's gallery piece as the cover image. That way, you could squeeze in as many "looks" as possible for the monsters inside via a single piece of art. Of course, these PDFs contain so many monsters that it'd become a little busy if we tried to show them all. So, it boiled down to cherry picking the ones that made the most sense to help "sell" the product. And, of course, as we include an all-new, standalone mythic monster in these products, we made sure to illustrate it, too. So, that was our happy compromise for anyone wondering about the design decisions that went into crafting these things.
Lord Snow wrote:
If I already have your attention, I was wandering - will the adventure make use of the troop rules from Reign of Winter #5, or exclusively of the mass combat rules?
Can't speak to that. It's for James to comment on. I just figured it was fair game to at least field the question about the mythic advancement for you.