Attic Whisperer

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Scarab Sages

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I think the problem is less with being able to cast Detect Magic at will, and more with Detect Magic. Like most of the Detect Spells, it's a little too good for such a low level spell. It overcomes all but fairly extreme methods of hiding objects.

On the other hand, it's nice to have a quick way to go through the gear of the person you just defeated to pick out the magic.

I have typically been using the house rule that Detect X spells work on items within your line of sight. This makes it much easier to simply hide things.

Drew Garrett

Scarab Sages

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It's funny. The things some people are complaining about are some of the things that I find most attractive about this adventure.

It doesn't feel like the players are being thrown into an adventure.

The very beginning, when they are going after Lamm, feels the most like a traditional adventure - it's close enough to 'You meet in a tavern and decide to go into a dungeon' for me (OK, it's quite a bit better than that - still, it feels like a traditional set up.)

But after that, it feels like they're living in a city.

Players will probably suspect the king was murdered (I run my first session of this on Saturday, I'm guessing what my players will do) but should have no reason to suspect the queen. The fact that she gives them some attention, and sets them up with the guard, is likely to appeal to the players.

Then the guard missions don't seem connected. Again, I like this - it's a big city, with lots going on, and it shows up. The players get handed a bunch of mini-missions - they have the queen's attention, so they get some primo missions, but the players really aren't THAT important yet, so they aren't on the big stuff.

Then at the end, things start coming together, hinting at bigger stuff to come.

So, from reading it, I really like the feel of this adventure. I'll see how it plays out, but I'm not expecting my players to try ripping it to shreds, honestly. I think they'll enjoy it.

Drew Garrett