| Wanda V'orcus |
Greg A. Vaughan wrote:
Thanks! I'm glad you liked it. It was a lot of fun to do.
Tashanna=Tasha=Iggwilv, eh? Hmmmmmmmmmm....
"You might think that, but I couldn't possibly comment . . .", eh? ;-)
And I liked this module a lot too, Greg -- thanks for all the effort you obviously put into it!
It's kewl how even though she doesn't actually appear in "The Witchwar Legacy," Baba Yaga's presence is nevertheless felt throughout it!
Cheers, JohnH / Wanda
| ruemere |
A few impressions on the Witchwar Legacy...
Spoiler:
1. Loved the little town in ice.
2. The final confrontation is a bit underwhelming. It could be difficult, but with the whole scale of necropolis, final battle should be epic. With giant construct, horde of opponents or a cosmic horror.
3. Divination spells are a must. It's all too easy to lose a track of pieces of the puzzle leading to final entry.
4. An accidental shoggoth? Please, it's just evil to drop it like an afterthought.
5. So many opponents able to automatically break weapons hitting them. So little opponents resistant to spells. Not fair.
6. Not enough roleplaying encounters. Even most likely intelligent opponents may prefer to shoot first/talk later (with the notable exception of the shaman).
7. For an epic graveyard, it is quite bereft of opportunities to discover its past.
8. A few maps are a little hard to grasp. The geyser fire/ice damage area, the vertical distances in a few cases.
9. Entering the complex via flight spells will lead to severe complications. Mostly, the opponents will be able to rally and devise better tactics against PCs... I feel it should have been covered in the adventure.
1. Loved the little town in ice.
2. The final confrontation is a bit underwhelming. It could be difficult, but with the whole scale of necropolis, final battle should be epic. With giant construct, horde of opponents or a cosmic horror.
3. Divination spells are a must. It's all too easy to lose a track of pieces of the puzzle leading to final entry.
4. An accidental shoggoth? Please, it's just evil to drop it like an afterthought.
5. So many opponents able to automatically break weapons hitting them. So little opponents resistant to spells. Not fair.
6. Not enough roleplaying encounters. Even most likely intelligent opponents may prefer to shoot first/talk later (with the notable exception of the shaman).
7. For an epic graveyard, it is quite bereft of opportunities to discover its past.
8. A few maps are a little hard to grasp. The geyser fire/ice damage area, the vertical distances in a few cases.
9. Entering the complex via flight spells will lead to severe complications. Mostly, the opponents will be able to rally and devise better tactics against PCs... I feel it should have been covered in the adventure.
I think I'm going to run it eventually. It's a great adventure with many interesting tips on building high level games.
Regards,
Ruemere