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  1. Watercolour Dragon, thank you for the interesting response! I did read your intro to your first draft adventure series, thanks for the link to it. It's quite intriguing. I will certainly look forward to seeing more as you develop it further. I now see why you have some unique and innovative ideas about what might happen with the fire in Caladen's Crossing. Very interesting. I like the possibilities, but am probably going to end up with something more straightforward, for simplicity's sake. In fact I have already finished the rules for that encounter. We haven't played it yet. In the Descent encounter (#1) there are two buildings that are on fire. I expanded it to four in my version. Each house will start the encounter with one fire token. Every round the fire will spread by one token. That will be randomly determined by a d4 roll. If there are ever three fire tokens in a building at the end of the round, it will have burned down. The PCs can use an action fighting the fire. There are buckets available, and the river. But the players can present their ideas for how they will combat the fire. A successful check will remove one fire token from the building where the PC is fighting the fire. Threat for minor burns and despair for "minor crits" - per the suggestion from Archellus, thank you - will be used. If all fire tokens are removed from a building, the fire in that building is put out. I will also roll a d4 for randomly placing two trapped children in one of the buildings (houses). On a Hard Survival check, they can be saved from a burning house. On a failed check, the PC can have the option instead of covering the children with his own body and taking 6 wounds ignoring Soak and Burn 3 to protect them for that round. Otherwise, if they are still trapped in a house with two fire tokens at the end of the round, they perish in the fire. Each PC rolls one boost die for the rest of the encounter if they are saved, or one setback if they die, to reflect the raised or depressed spirits collectively from each respective outcome. By spending two story points, the PCs may request aid from Tyrus. If they do, remove any two fire tokens or ALL from any one house. Tyrus is then incapacitated by virtue of exceeding his strain threshold by one. For the rest of the encounter, an enemy engaged with Tyrus can spend an action to pick him up and start carrying him off. (Maybe I should require the enemy to have Brawn of at least 3 to be able to do that...). The enemies in the encounter will be Skeletons, Dark Priests (cultists) and Beastmen. For each fire put out, one villager will join the "Village Guard" for the second part of the encounter. If ALL buildings AND the trapped children are saved, then each PC will receive a boost die on all checks for the second part of the encounter. I don't know if this is enough of a reward for all this, but that's what I've got.. Since I'm going to be travelling for two weeks, we're not playing this encounter for at least three weeks. So suggestions for refining it are certainly most welcome! Thank you in advance! So far we've played the Acolyte of Saradyn, Siege of Skytower, Relegar's Rest and Blood Will Tell. Hopefully it's been getting progressively smoother. At least I know I've been enjoying it, along with the research for each encounter, and that's the main thing. Just kidding. Or not. Watercolour Dragon, were you one of the PCs in the Dreamwalkers of Mennara? I believe you were. Before we started my "campaign", we played my interpretation of The Haunted City. For "research purposes", I listened to the entire adventure, from the R20 recording posted on this site. I know that's pretty geeky. Sorry, everyone is just going to have to live with that... But it was spectacular! All of you guys are brilliant role players and the GM was outstanding! I really learned a lot (this is my first attempt at being a GM - other than a few sessions of L5R) and it was very entertaining following that adventure.
  2. Interesting ideas, thanks Archellus! In the Descent version of the quest, in Heirs of Blood, the putting out the fire problem happens with combat going on at the same time. I hadn't thought of making that a separate encounter. Some really good ideas here. That's really helpful. A fire elemental or other fire spirit (fire imp) being attracted to the fire if a despair is rolled. That's brilliant! Thank you for your response! It opens up some possibilities I would never have thought of..
  3. I've started a "campaign" (to use the term loosely, as it's getting cobbled together as I go..) trying to convert Heirs of Blood into the Genesys system. I think I've seen mentions that a couple of others might be doing the same thing. At the moment, I'm looking at Caladen's Crossing. The two part encounter seems like it could be rich in possibilities. But right now I'm kind of blocked by how to handle the PCs attempting to put out the fire that's spreading in the town. In the Descent version, it's just a case of objective tokens representing buckets of water from the river that the heroes have to carry to town and throw on the fire (which is represented by a different color of objective token), which is great for Descent. Are there any savvy role players who might have any thoughts as to how would you convert this action into role playing mode? And in general, if anyone else is working on a project of this nature, perhaps we could compare notes as we go along. (I've only run two sessions so far...). Thank you.
  4. Yes, you're correct, in my opinion. That is exactly how I would play it. Very interesting! I haven't played this one, but it looks intriguing. I think the designers were just trying to stay away from making the bridge rules overly complex.
  5. I'm not aware of any such thing. I didn't see anything in the latest FAQ. I've played some of the quests and could try to help you out though.
  6. In Heirs of Blood, Eliza Farrow refers to "an inheritance" as she sets about killing her sister, Ketyana, to eliminate the last heir, presumably.. Is this inheritance the Barony of Otrin? Or is she referring to something else? And who was Garreth, who she also had killed (who had ruled the kingdom)? A relative? Thanks for any guidance.
  7. Thanks for the response, Archellus! It sounds like we're pretty much on the same page. I agree that it's up to the GM, at the end of the day. But I always feel a pesky obligation to stay within the rules to the extent that those are known, which maybe they aren't in this case beyond a certain point. As long as the GM and PC's are in agreement, and everything is transparent, I guess it doesn't really matter all that much.
  8. In the final scene of The Haunted City (the Terrinoth adventure provided by FFG in Player Resources on the Genesys web page..), Mavaris Skain is conducting a ritual (described in the sidebar on page 16 of the adventure). The ritual continues as long as Skain remains engaged with the dais and performs an action each round to conduct the ceremony. As one example, let's say Skain wants to cast his Wall of Bones spell (a barrier spell). Would taking the action of casting Wall of Bones constitute an interruption of the ritual? I'm not clear on exactly how the casting of this (or any) spell would interact with the notion of the ritual being "interrupted" (since it requires an action of the part of Skain to keep the ritual ongoing..). It seems like Skain could use his first action in a combat encounter to cast Wall of Bones or any other spell. But I don't know if doing this immediately would be considered an interruption. (That is, when the PC's first encounter Skain, is the ritual considered to already be underway, and then any deviation from the ritual interrupts it? Or is it just getting started when the PC's come onto the scene?) The Wall of Bones spell can be maintained with a Concentration maneuver. So it seems to me that Skain could initially cast Wall of Bones, and then on his second turn use his action to conduct the ritual, and use a maneuver to concentrate and maintain the Wall of Bones spell. But in that sequence it seems like the ritual would thereby get pushed back one round before being completed. This may sound like overthinking it, but as the GM, I'm expecting to have to answer these sorts of questions. If anyone reading this has experience with this encounter, I'd be very appreciative of hearing your insights! Thank you in advance!
  9. Thank you for the interesting replies! As far as the tone, it's "serious"/not wacky or gonzo. The specific Critical was 06-10, "Slowed Down" (I'm not sure what that means, is it like dazed? Or how is it cured, exactly (thematically, I mean).. I know it means the PC has to go in the last allied initiative slot). In our actual example, the target PC was actually not engaged with anyone, and neither was the healer, they were both at short range from enemies. (I only threw the "engaged" part of the question in there just to know for future reference, but of course it makes a difference so I should have been far more specific about it with my original question...) It's a fantasy (Terrinoth) setting, as far as the level of medicine technology.
  10. Sorry if this rule is listed somewhere and I missed it.. Is there a specific window during which a PC can administer a Medicine check to heal a Critical Injury? For example, can this happen during a combat encounter, or must it wait until combat has concluded? If the answer to the former is "yes", can the "target" PC (that is, the PC being healed) be engaged with an enemy at the time? Thanks in advance.
  11. Is Diana able to use her investigator card fast action special ability when playing "Defiance" (skill card) if none of the Defiance card's listed chaos tokens (skull, cultist, tentacle, elder thing) is actually drawn? That is, would those tokens listed be considered to be "ignored" if they weren't actually drawn from the chaos bag? Or would you actually have to draw one such chaos token in order to earn her investigator card's benefit? Thank you!
  12. That's a ton of typos! It leads to the question of whether these cards were proofread at all.. (Or if the proofreader was being chased by a chain saw killer at the same time..) Not exactly a boost to the credibility of the product in general. I completely agree with DerDelphi. Whatever reason they may have for not following that suggestion must be pretty compelling because their end result has clearly suffered mightily!
  13. I agree with all points that have been made, and would add that I've also been slaughtered by the Azathoth scenario playing with four investigators each time (about four times now). I've defeated the Feast for Umordhoth scenario twice, after last night's somewhat (relatively) easy victory, but never once have defeated any of the other scenarios. I've played around 12 games total now. It's most certain that the Will stat has been relatively marginalized, in stark contrast to Arkham Horror Second edition, Arkham Horror the Card Game, Eldtritch Horror and even Mansions of Madness, and this does seem very odd. Occasionally I've wished for higher Will on an investigator after getting slammed hard by a Headline, but that's really about all. So you can get burned by neglecting it at the wrong time, but it's so random and you have so many other higher priorities. Influence feels almost completely unnecessary, and I never focus that stat. What I think AH 3rd edition most excels at is the compelling narrative aspect it creates. I always wished for more of that in AH 2nd edition and you could manipulate the encounter and mythos decks to sort of trend the game in that direction. (Don't get me wrong, I still was hopelessly in love with that game.) But AH 3rd edition totally succeeds at creating a cohesive narrative with the brilliant use of the codex and monsters that are specific to the scenario, while also maintaining replayability, at least for me. And while I do agree with each criticism that has been made of AH3 above, I still love it and happily play it nonetheless... It has shoved Eldritch Horror to the side for now. I do fully expect it to get even better with the addition of more encounter cards and, well, just more of everything, as additional expansions are added to the mix, as Soakman alluded to. So Mikethebuilder, I think you would certainly like AH3 if you like Eldritch and also I find it to be an outstanding solo game! It can be easier to just let your imagination run free and get immersed in the story when you're not squabbling with another human being over what is the best strategy to employ or whatnot. Lastly, I think there is definitely something to be said for a game where winning doesn't come easily and you feel like it's a notable accomplishment when you do actually manage to win, and for me, this is certainly (obviously) such a game.
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