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Sleight of Hand (Unfinished) 
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Post Sleight of Hand (Unfinished)
Since Jason started us off, I'll throw one of mine up too. It's meant to be a fairly convoluted betrayal/espionage type, with a chase to ground as the clock ticks on.

Some of you have seen it before, and as I stated it's really not finished yet. If anyone is interested in helping with the section under the heading "Encounter Notes", do send me a PM. Comments are most welcome.

http://www.deimos3428.acaeum.com/ms/Sle ... latest.pdf


Fri Jan 30, 2009 2:48 pm
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Post Re: Sleight of Hand (Unfinished)
My biggest suggestion (which I meant to give earlier) is perhaps put the villains in an appendix and not in the beginning. Although they are really well written and I love them to death. It's a little tedious to go through them all, right at the beginning when you're reading the thing and trying to get the gist of how the module works.

Also I think I mentioned this earlier but the first battle (if it becomes one) is kind of confusing, what if you had like a set up (like you do) where the players are confronted but if they resist say "go to 1." and in one you have a blurb about being attacked by the 4 guards and include that one yells for reinforcements, saying that the players should expect a bigger force very soon (then tell the LM that in 3 ABCs or something the new group of 8 arrive). At the end of 1. you can list the guard stats. Maybe even make the bigger group stronger so list:

Guard (4)
Blah Blah

Super guard (8)
Blah Blah

at the end of 1.

no offense but as written, as a GM, I'd be scrambling if the players wanted to brawl with the guards trying to figure out who they're fighting, where's those stats, when others arrive, etc.

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Sat Jan 31, 2009 3:39 am
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Post Re: Sleight of Hand (Unfinished)
Rakin the Blue wrote:
the first battle (if it becomes one) is kind of confusing, what if you had like a set up (like you do) where the players are confronted but if they resist say "go to 1." and in one you have a blurb about being attacked by the 4 guards and include that one yells for reinforcements, saying that the players should expect a bigger force very soon (then tell the LM that in 3 ABCs or something the new group of 8 arrive). At the end of 1. you can list the guard stats. Maybe even make the bigger group stronger so list:

Guard (4)
Blah Blah

Super guard (8)
Blah Blah

at the end of 1.

no offense but as written, as a GM, I'd be scrambling if the players wanted to brawl with the guards trying to figure out who they're fighting, where's those stats, when others arrive, etc.

Well, clearly I do need to re-write that section, because that's not what I'm going for at all. ;)

The first group are town guards. They're doing their job, happening upon a crime scene -- very routine stuff. They don't give the party any particular reason to attack them but to be blunt, they're also expendable. If the Avatars decide to hack them to bits, it really won't matter in the grand scheme -- though it might affect the Avatar's Repute, I suppose. They are largely a juxtaposition with the second group of warriors. What matters is the comparison of the two in the player's minds.

The first group is not affiliated with the second group at all, and indeed defer to them out of fear and resignation more than anything else. It is hoped their reaction will prompt the players not to do anything particularly foolish! This second group are meant to come swooping in and contain the scene almost immediately with the obvious display of presumedly unassailable might.

I suppose a reckless party might attack them too...but it should be apparent in the way they are described and the response from the other NACs that the party won't have much luck with that approach. Perhaps some noises/movement on nearby rooftops to suggest crossbowmen at the ready, as well, to emphasis the point.

I do need to modify that passage so it's clearer, but I'm not really planning on providing for every contingency. The individual LM will have to work out some sort of Plan B to hook the Avatars into the plot, should their bluff be called. Extortion is one method...they are the primary suspects in a murder investigation, after all.


Sat Jan 31, 2009 8:33 pm
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Post Re: Sleight of Hand (Unfinished)
Update: I've done some minor editing and formatting, and added the pre-generated avatars that I omitted in the first draft.


Sat Feb 14, 2009 6:11 pm
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Post Re: Sleight of Hand (Unfinished)
PM sent with comments.

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Mon Mar 02, 2009 11:29 pm
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