I'm curious if anyone found miniatures the work well for the Alchemical Drudges? The Behemoth? Or the Amalgam? Lots of strange, unique creatures in this one.
WizKids Bone Golem and other similar undead or aberrations can work for some of the large based minis while Flesh Golem can work for medium and small alchemical creations.
-Either starting at level 2 or using the Weak monster template is often recommended. It shouldn't break anything and the module is well structured for milestoe leveling.-Alchemist get free daily reagents if being used on their daily bombs/elixirs. If a player was needing more, you could have Tamli from the caravan offer some on credit as resources to help investigate Bort's death. Especially if you have them do the Last Delivery sidequest.
-Phinick doesn't have art. It would've been nice if he (or Edra) got art instead of Farmer Eallom.
On the Gerhard discussion, the group I was in thought he was a humorously designed character but never thought he was a "joke". We thought he was satire of "jungle stories" and colonial attitudes at most, considering that Harriet the lion's prior owner thought lions lived in the jungle and Akosa had previously been kidnapped into slavery. A pompous hunter felt fully in genre. On the twin thing, I think the default should be him simply being upfront about having a twin so it doesn't feel like a GM ignoring a player victory if he dies. Our GM was running two groups so here's two more ways the twin situation can be dealt with:
-The other group fought him, left him alive, and threatened him to not come back. His twin was used as the good twin to Gerhard's bad. After some mistaken identity, he explained that he's on a mission to discredit Gerhard's inaccurate reports. When Gerhard showed up at the temple, it led to another fight and his brother dealt with the aftermath.
-In the group I was in, the GM made a key change to Gerhard based on the players. With one character being a doctor who worked with the poor and another being a graduate of the Magaambya, the GM altered Gerhard to also be a distant professor and at least some of people he brought with him being his students. While everyone hated his callous reasoning (he saw the petrified students as acceptable targets in the pursuit of knowledge since he obviously couldn't lift statues into his boat), we managed to talk him down without a fight and assist the students after the 24 hours of the petrification ended. We managed to get the Ekujae to sideline him a bit as we further explored and fought the Cinderclaw. With the way we handled him, the GM not to use his twin at all when we went to the temple.
Also, I'm another voice in being disappointed that the map of Akrivel doesn't have details. I know the party is kept on a short leash but it would be useful for return trips after you succeed or perhaps for GMs that more thoroughly homebrew the start of the chapter.
Luis Loza wrote:
Ufi has a couple of other issues. He's missing the skill granted by his deity (Craft). Also, It seems his Speed is wrong since he has the strength to not take the penalty.
Otherwise, the adventure is great and I need to eventually write a review.
David knott 242 wrote:
I'd say you'd be right on the edge of four hours. At my local store, the adventure was run twice. I have minor GM experience but had somewhat experienced players and it took about four hours. The store owner is a much more experienced GM but had new players and it ran more than five hours. Half of the combats can be avoided by gameplay (stealth, diplomacy, etc) and doing so will speed up the game. If you get halfway through and it looks like time may be against you:
Skip the crocodile fight. It can be stealthed so not leaving to chance would cut down on time. Another possibility is to skip the flooded school portion and simply have the sea hag as the final boss and change finale text accordingly. While not preferred, this is what the store owner had to do with his game since it was at night. While this adventure is "short" it packs a lot in it. Role play and a puzzle may take time but it ties into the themes of the Magaambya. Also, I did some prep that helped both myself and the store owner out with GMIng so prep will help.
So I've been reading this thread (and yes, I see the other recent alchemist thread) and have various thoughts on some of the things here. For one, I'e enjoyed my alchemist. I've seen some problems with the class in play but the forum seems to amplify those massively. I do wonder how much of the difference is in style of play. There's this common refrain that alchemists should only give the things they craft to other players when I've been aiming to be flexible with Quick Alchemy. Now, there is the possibility that the fact that I'm playing a Chirurgeon and thus not expecting to be the primary damage dealer may be skewing things. Of play so far, some concerns have been:
I have a physical book (The Fall of Plaguestone) and a lot of the NPCs have portraits scattered throughout the book. Do the PDFs have any of those split out into separate JPGs/PNGs? Are there maps without the locations listed? Alternately, is there an easy way to extract them out for making player materials?
Another option is to have the Viridian Vapor partially fail so it's less instant death and more prolonged suffering. It would allow players a chance at making an antidote or evacuating those unaffected but trapped. Alternately, just make the drudge slow. Horses are sideplot after all so maybe lean into the chase/nick of time aspect despite the drudge having a headstart.
I think stalking the the party and maybe attacking when they confront Phinick makes sense. Narratively, he's not scared of the party (they didn't manage to reach him when they entered his house) but he wouldn't want his role in the poisoning exposed. Mechanically, it allows you to keep Hallod "in play" for the players to rematch. Sending him to Vilree or the orcs theoretically means they should be ready for the players and that difficulty boost may not be wanted if the players are struggling right now.
100) Honeyed Bite Turnips: This dish was developed following the detoxification of the land around Etran's Folly and the subsequent revitalization of the town. Though the recipe follows traditions of other similar dishes, such as candied yams, the titular "bite" is from a localized pepper that recently began growing in the area.
I figure something based off The Fall of Plaguestone would make sense to get in here.