Jump to content

plutonick

Members
  • Content Count

    189
  • Joined

  • Last visited

Everything posted by plutonick

  1. That makes things a lot clearer. A couple of comments/questions Brunner's are in disgrace because of aEfaE. Since edge of night is very slow at start, (gossip gathering) I ddecided to incorporate the Horror at Hugeldal adventure too. I suppose by the end of this adventure Brunners will be further disgraced? Haven't read the whole scenario yet, but there are some pointers towards that direction. Ubersreik Freistadt's basically means, that there is a noble family elected by the people that rules the city council, but all 'public works' shall be paid by the family instead by the empire?
  2. I am trying to piece together the Jungfreund family and it's relation to Ubersreik and adjastent lands. However, the clues are placed all over the books (Eye for an Eye, Signs of Faith, Gathering storm) and it's hard to get the grasp of what is what. So far, I know that A Jungfreund witchhunter eradicated a cult (unblinking eye?) in Altdorf (aEfaE) (I am possibly wrong here. Was it a Brunner witchhunter?) A female Jungfreund gave birth to Andreas Brunner (aEfaE) A Jungfreud (Sigismund?) appointed Addler in Stromdorf (TGS) Jungfreud appointed Agnetha Brunner's husband in Hugeldal (signs of faith) Olga Jungfreund is Saponatheim's mother (Edge of Night) Also, from Mad Alfred's site, I got the information that Jungfreunds are the rulers of the Ubersreik freistadt. 1. Any more info on Jungfreuds? 2. What exactly is a magistrate? Something like a judge? 3. Are Brunners a house created by FFG for the 3rd edition, or did they exist in 2nd and 1st? 4. In light of the Edge of Night module, I am also confused to the following. If Jungfreund's are rules of Ubersreik, then how is it a Freistadt? Isn't those two facts mutually exclusive? I suppose I am confused on what a Freistadt is exactly. Also, what is the role of the city council in a Freistadt, or in a town that has a liev
  3. Ok let me elaborate. I used RAW. The players wanted to shoot, eventhough we were in the 'chase scene'. On the final parts of the chase scene, the players could see him at extreme range, and they had Longbows. So, one of the pushed the boat on the river, and 2 of them started shooting with 2 purple dice, 1 black for the rain, (they had infravision), 1 black because the mage was partly concealed by his boat, and the boat was also moving, and 4 black because of the stormshroud (?) spell, and another black because of his defence. But no matter, he got shot twice. It was almost impossible to damage the nexus, and I had no time to hit the players (or the boat) with spells. The whole encounter was entertaining though, partly because the players were ecstatic that they managed to render my hours of studying the rules for his spell useless. They like that sort of thing. They even did it while fighting Mourn. 2 arrow shots and he was down. And then it was even more entertaining when the comet showed up. They were all swiming like there was no tomorrow. I made them make rolls, no matter their distance to the spot that the comet hit. THose that failed, suffered damage nonetheless (I was angry, what can I say). An interesting question that came up was, 'why a lone, wimpy mage can row his boat faster than 4 of us taking turns on the oars?' I am sure, I must have missed something. The encounter can't be THAT easy.
  4. monkeylite said: plutonick said: I must have misread the adventure then. Are you sure there is a reason that the sewers lines are included? [spoilerS!!!] I'm not really sure what your point is. ISTM the sewers are marked on Bogenhafen because the PCs are likely to go down there, and while some sewer events are abstracted there are a number of locations they can arrive at or emerge from. And, the sewers are marked on Ubersreik because the PCs are likely to go down there, and while some sewer events are abstracted there are a number of locations they can arrive at or emerge from. Or perhaps the answer is more simply, as we have seen before on this forum, people seem to like stuff on maps. I can understand if it's just 'stuff' on the map. I am concerned if I am missing something more foundamental here. Because the 'sewers line' are hidden from the pcs. They are treated like spoilers on the card, since they lines appear on the other side of it. It doesn't really make a difference how the PCs arrive or emerge from the sewer entrance. This is not the case in Bogenhafen module. SPOILER SPOILER In bogenhafen module, by observing the grate while inside the sewer the PCs can track their route on the surface map, and therefore know exactly under which building they are at any given time. This makes a difference because when they arrive at the 'sacrifical room', they can deduce that this is below an Warehouse that belongs to an NPC they know. So, this NPC is a suspect. Also, a bit later in the module, when they 'enemies' decide to use a different place for their sacrifice the PCs are give two warehouse as a possible spot. One is a red herring. The other is the warehouse ABOVE the room they found in the sewers. And this can be deduced by the grates I mentioned before and the sewer lines. What I am trying to say is that the 'superimposing' of the sewer lines in Bogenhafen module does affect gameplay (at two different occasions). In Edge of Night, it seems to be just a cosmetic addition. Is this true? Or am I missing something? And If I may add, the whole 'Edge of Night' module seems to be drawing heavily from TEW campaign on multiple occasions. I am not sure if this is good or bad. I wanted a TEW for 3rd edition, and if this is the best we can get, then so be it. 1. Sewer lines, remind me of Bogenhafen sewers. Also various events in sewers are similar (methane pocket) 2. NPC cards are similar in concept to the Powers Behind the Throne and an added bonus: The timeline of the ball, reminded me of Rough Night at Three Feathers (written by Davis as well).
  5. I must have misread the adventure then. Are you sure there is a reason that the sewers lines are included?
  6. Just finished the campaign. The group killed the mage only after firing two shots with a crossbow from long range. He had used the 'storm defence and soak' ability, but still, he was an easy target.
  7. I am buffled with the part of the map of Ubersreiks where the sewers are shown. What's the use of this? I have read Shadows over Bogenhafen, and I know that there was a reason that sewers were superimposed on the map of the city. So that players could see where the 'secret room' was located and under which building. But in Edge of Darkness, why?
  8. Ghiacciolo said: Well Plutonick...this module is great fun, but of course some parts was awfully writted and playtested, so that in many part the adventure is ridden whit ingenuity. In the end every GM need some improvisation or planning ahead...the following is what i'm thinking to come up as soon our group will get at the grand finale. When I first bought the module, I really liked it. But since then, I read a few of the Enemy Within modules, and come to the conclusion that it just doesn't compare to the older stuff. It has it's moments but the different chapters feel disjointed. More criticism at the end of my post. I, too, hope they end up destroying the town. I am sick of this muddy place. The other ending, the angry mob ending, is rather tough to sell to the players. Especially since the 'religious' player is kinda friends with him. I got 4 players, 3 of them equiped with bows, and 2 of them have a yellow dice on balistics. Why don't you use quickcast? How are you going to attack the ward? Using magic dart? Also, that houseruling sounds a bit harsh on the players, doesn't it? How are you going to justify it thematically? Since I have 4 players, I think it's ok to use an action for a range increment. edit: I am never going to get the hang of using /quote in these forums...
  9. Doc, the Weasel said: Maybe next time you shouldn't have the spoiler right there in the thread title. Sorry again, I thought you meant 'I should put spoiler in the title', but you actually meant that the title was spoiler by itself. You are right and I did correct this. [i also had missed the 'edit' button the first time]
  10. I am sorry but this being the GM's forum, and the title of the post, clearing saying I am about to talk about a last chapter of the Gathering Storm, I thought it was evident it was going to have spoilers. What else could it be? A post about the artwork?
  11. I have lots of questions regarding the final chapter, the one with the chase. 1. How does the wizard assault the nexus? It seems in act 1 he can damage it by a 2d spellcraft check, but in act 2, he can damage it only if he rolls a critical when casting a particular spell (magic dart etc)? 2. The rowing boat can be repaired by a character that has tradecraft skill. Which starting career has this? Burgher? And I think Perfomer as well (although this is not a starting carrer). Why would a Performer be able to fix a bot, and a Soldier would not? 3. Also, after the 8th space on progress tracker, when the mage casts spells, he basically has an extra of 2 yellow and 1 purple? One yellow and one Purple because of the nexus proximity, and extra yellow because the nexus' ward is damaged? 4. When rowing, the PC can do a 2d athletics check instead of an action. Success means that they row the boat one range increment. Does that mean Long, because medium? Or do they need to do the check 3 times? How about swiming? There are no specifics in there.
  12. Korkandel, Since you live in Germany check out www.bookdepository.co.uk and maelstrom.co.uk The have zero shipping costs for Europe [i think it's 0 shipping costs wordlwide too] and their prices are very competitive, almost the same as Amazon's
  13. Ack, all this time I thought Gravin was a name!
  14. dvang said: I'll have to read up on the actual definitions of the skills. Perhaps I was slightly mistaken in referencing the smith. Tradecraft might be intended to involve production of related items as well, which would mean Tradecraft not only involves the business of X but the production of items related to X. Not only production, but repair as well SPOILER SPOILER SPOILER In TGS, in the final chapter, it is stated that PCs can fix the hole in the boat by using the Tradecraft skill, if I remember correctly. This had me thinking, because when TGS was published, tradecraft was available on for Burghers? So why would a burgher by able to repair a boat?
  15. I got a couple of questions 1. In Mistaken Identity how did you handle the gambling and cheating part? Rulewise? 2. How much did you charge for a double bedroom at each inn? 3. How did you treat the 'demonologist' class 4. How about the demon in Bogenhaffen sewers. He seemed rather silly and harmless.
  16. Also, what does Graf mean exactly?
  17. wooly or fluffy rules are the bane of my existence because my players are power-munchkins. So there is constant fighting between my and their interpretation. I know, people tell me, you are the GM, your word is law, but they haven't seen my group.
  18. This takes me back to the old AD&D days, where if you got a hold spell, or similar debuff while in out-of combat, you would engage in combat, usually with your teammates in order to make it expire faster. It would always have different expiration times if you were in-combat.
  19. Curse has a recharge of 6, and its effect lasts for 6 combat rounds. But what if it is cast by an NPC in story mode? How long would it last? And what if during the duration, the player that is cursed enters combat?
  20. I want to use some gambling checks that include 'cheating' and a chance for the opponent to spot the cheating. Either for card or dice games. Basically, I want to play out the 'Mistaken Identity' part where the players play cards with a cheater. Any suggestions?
  21. So, the argument that GW is forcing the RP towards an 'army vs army' mode for years, is based on a future product?
  22. I don't believe your 'army vs army' argument is valid. Name one 'army vs army' adventure module for WFRP [any version]. I can't. I also recently read the emperor had a dragon in 1st edition (or was it second?) as well.
  23. Haha, sorry to ressurect this old thread, but I just found it by googling 3rd edition and Enemy within. So, the rumors were unfounded, right?
  24. I am trying to get a feel on how other GMs are handling maneuvres. 1. am particularly interested on how do you handle the first turn of combat. Do you let players enter combat with their crossbows preloaded? My players always insist on traveling or entering a hostile area with their bows/crossbows preloaded. (and swords unsheathed and ready). 2. Do you require 1 maneuvre to switch from bow to sword? Or do you require 2 maneuvres? 3. Some cards specifically state 'add a purple die if engaged', but players can easily overcome this by 'using an action, disengaging', or is this against the rules?
  25. You said that these can easily be converted to 3e. I am particularly interested in this. Any pointers? I am mainly interested in enemy/NPC stats conversion
×
×
  • Create New...