txwad's page

27 posts. No reviews. No lists. No wishlists.




Has anyone else noticed how Logue just follows Pett around in all of these threads (envy)? Also, i've noticed that anytime someone praises his (very good) work, he appears as if by magic within seconds (its as if he devours these posts) -- I mean seriously post praise for Logue and then try to make a second post and before you can complete your first sentence, Logue will appear by magic? I'm trying to decide whether Logue is the Runelord of Envy or the Runelord of Gluttony - I'm developing a theory that Logue is the last survivor of ancient Thassilon.

So how do you vote? Envy or Gluttony?


Since The Savadge Tide is still being created, I have random ideas that might make sense:

First, an old article in Dungeon had a classic adventure called Nbod's Room (spoilers). Basically, it was about a captain who mysteriously disappeared and had several mundane items in his room that connected to faraway (tropical) places. Anyways, something like this (perhaps even an updated 3.5e version) could be an interesting twist on the usual dungeon-dungeon-dungeon routine.

Second, part of the magic of all of the old Tropical Exploration stories was that the natives were pretty unpredictable. I really like the Authority Point mechanic in the Age of Worms. Id really like to see one or three adventures where roleplaying - negotiations - alliance forming is a major part of the action. itd be a nice change of pace from what we are all starting to expect from an AP. Also, instead of having 'white hat' good guys and 'black hat' bad guys, why not have some npcs (like the head Zombie Master on the Isle of Dread) who could swing either way based on the PCs actions and either greatly hinder them or help them somewhat. In a related vein, we've killed two powers in previous adventure paths, are you sure you dont want to emphasize the coalition building against Demogorgon as much as the actual battle against him in the Abyss. It could be kinda of interesting to have to get good allies to work with Grazzt and other archenemies to bring down Demogorgon.

Third, I'd really like to see a ship-ship battle at sea to drive home the differences in environment. In other words, in the typical environment, it is obvious that you want to wear heavy metal armor. On a ship to ship battle or wandering through the jungle it isnt at all obvious that you want to wear armor at all -- how about mentioning tropical diseases, rust, heat exhaustion, etc! Basically, I think you can really twist the typical assumptions of pcs who have 'optimal' builds and gear in mind for a typical dungeon with some of this environmental stuff.

Fourth, I realize its a PATH, but is it possible to build a little more flexibility when you hit the Isle of Dread? In other words, options rather than a deterministic path. One possibility is to use the Sidetreks part of Dungeon to detail alternative small encounters or other mischief for the PCs.