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Sequel or prequel to Slave Ships of Absalom? And what happened to my new favorite author, Mark Garringer? ;-)
This one follows the events of Slave Ships of Absalom. And I can tell you that Mark has probably not been captured by vengeful slave-trading pirates and is most likely not being held in a secret location on Stonespine island.
Wilmannator wrote:Sequel or prequel to Slave Ships of Absalom? And what happened to my new favorite author, Mark Garringer? ;-)This one follows the events of Slave Ships of Absalom. And I can tell you that Mark has probably not been captured by vengeful slave-trading pirates and is most likely not being held in a secret location on Stonespine island.
Glad that Mark is (probably) okay... and even gladder to hear that this is a sequel to Slave Ships! Loved that one and there was much unresolved stuff in it... perfect for a sequel or (dare I ask) series?
While I'm excited to see and run this, I have gripes (already!)
1) Being a direct sequel to #6-05 Slave Ships of Absalom, which is Tier 1-5, this here is Tier 3-7.
2) Different factions are represented. So a character that played the "first part" of this aren't likely to join this.
Of course, these scenarios are not marked as a series, but I like to think of them as such.
Take it easy, Deussu! Works perfectly from my perspective. In my opinion...
1) Tier 3-7 is highly appropriate for three reasons: there's about 2 months between, meaning many who played Slave Ships will have leveled up a little by now (those who haven't are welcome to do so); the difficulty should be getting higher as the PCs get closer to a confrontation with this mysterious foe; and, as you mention yourself, they are not marked as a series - at the conclusion of Slave Ships, the Decemvirate has much work to do while the PCs resume their "regular" Society work.
2) Liberty's Edge is represented in both, and Soverign Court doesn't make sense to me on Stonespire Island (whereas it made perfect sense while working for nobles in Absalom). Presumably, the Silver Crusade has more business there - it certainly "feels" right to me for that faction. On the other hand, arbitrarily sticking to the same factions to appease players who want to play only faction missions that benefit them, rather than enjoy a sequel for what it is, "feels" wrong.
Really can't wait to run this!
@Mark: I'm also, very happy to hear that you're free to wage your war on Eastasia (whatever that might be all about).
You know, TriOmega, I find myself feeling that way a lot recently with season six. When I read through the Segang Expedition, then with the Wounded Wisp or when I played Valley of Veiled Flame. In particular I'm liking the apparent effort that has been taken to ensure that scenarios have some sort of interesting surprise whether pleasant or unpleasant.
I started off feeling rather tepid about season six but now I'm increasingly excited to see what each new scenario brings.
Prepping this for a game next week and noticed an amusing misprint.
|John Compton Developer|
I ran this scenario last week.
All players enjoyed it, but one character died.
I have been scrutinizing the stat blocks from that encounter.
Is this an error?:
The stat block says that the lieutenant's +1 scorpion whip deals 1d4+9 points of damage, but I count only 1d4+7:
+5 from Strength 20,
+1 from weapon training (flails +1),
+1 from the weapon's enhancement bonus.
Weapon Specialization (whip) would give +2 points of damage, but the lieutenant doesn't have this feat. Maybe an earlier version of the lieutenant did have the feat, but the designers changed the feat but forgot to change the damage.
Wielding most one-handed weapons in two hands would grant the lieutenant another 2 points of damage, but the scorpion whip is a "light weapon" (Ultimate Combat, page 145), not a "one-handed weapon", and light weapons don't deal any extra damage when wielded in two hands. (Side note: a normal whip, however, is a one-handed weapon, so wielding a whip in two hands would deal more damage.) Anyway, the lieutenant's calculated AC includes a +1 shield bonus from the masterwork light steel shield, so he doesn't have a free hand to put on a weapon.
Am I missing another bonus to damage or should the whip attack actually deal 1d4+7 points of damage?