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So not terribly clever or in depth, I've wanted some aspect of wild magic to my witchwarpers, and they certainly need some more fun options. Take a look at this suggestion and throw any pro tips at me. Wonder Grenade: lv 8 paradigm shift
This is offensively and defensively dubious, but possibly a good tactical option.
The Chimera Mystery sets up the characters as needing to choose from one of six backgrounds which concludes with "Later volumes further detail the use of the PCs’ roles." I know book 6 introduces Erem, but I haven't seen any other material making use of this part of the first adventure. I am aware that the modules have different authors. Can anyone point me to the spot in the adventure path that makes use of this feature?
When creating nanocytes above level four, the characters accumulates forms and can "upcycle" one form. What I've done is hopefully the correct math to determine the item levels for major and minor a character could have optimally by changing their lowest level form to their level plus one. Lv5 major 2,4,6,6. minor 2,2,3,4,6
If it's wrong lemme know. I can't help as fast as Item cost, but these are the MAX levels your forms may be. Feel free to keep them all at level one if you wish.
So while reading through the adventure, event one seems to indicate the PCs are specifically lucid and being interacted with in this encounter. This is spoilers. The abductors specifically tell them that they are being deceived, then the event plays out as if the PCs are starting to realize something is wrong and there is a gap in time. If they already know they were abducted, what is the point of setting up the clues about what happened? Later on, they are hypnotized by a physician to recall the events, I'm confused as to wether the PCs are supposed to guess what happened or have a direct answer and role play ignorance. I'm assuming the part of them mentioning the details of event 1 are exposition for the GM. What is everyone's interpretation of this event, how did it go over with your PCs?
I'm wondering where the adventure explicitly gives the location of the black site to the players. There are two NPCs that can point them in the right direction, but that assumes the players let them live, which is a dangerous assumption.
My guesses: No name gives them a few miles worth of snow they can check out, and Avigdis is able to give them the location. I'm assuming I just have the players cinematically defeat her and she stays alive to tell |