Ok I just start running the book. You will have to make sure some of your players are the planner type. So far from what I have seen this more mission impossible, than loot and scoot. If you have access to a printer you will need to print of multiple copies of the players' handout and include one for yourself so you can have markup version of their map. A print out of the actual map is good too so you don't mark up the book by accident.
Notes with the cast will help you keep from flipping pages in the book. I am using the golden key hook. With a twist. I make my players put a hand behind their back just before the game. They either get a fake coin, or a key. Person with the key becomes the boss. I also have links to MI theme music on my laptop to run as introduction music.
The Murkmire Malevolence is an okay start. While it is not stated the museum is built into a hill. That is while you have doors on the first floor, and basement. I made some judgement calls on the casuals who are learning a new class. I also added an arcane check to find alarm locations. My players caused a fight in the lobby, and fire in the cafe and tried to steal during showing. And one bloody murder. This was mainly working. As when the players were following the plan the dice only roll above 10 once. Which was a 13 with disadvantage. It wasn't until two people when off plan did the dice hate them.
I think I may lose about two players as their play style may become a bad match for the rest of the chapters.
the Stygian Gambit went well. I add a complication. The museum from the first heist fired all their staff. Sareena Shu was hired by the gnome. Two of the characters were made by her. But bluffed her into not narcing them out. They then mess up. They mugged a security guard on his way home. Tied him to a tree and threw him into the river. So part the plan was busted before they returned on the second day. I do have to give a high five to one player. Her flaw was always late. So she arrived very late. The robbery was not successful. And one pc died. They near had a great plan.
I had to warn the group about mega gaming. Both the made pcs had plenty of time to tell their boss that one of the staff knew them. They both kept silent. I even when around the table taking over the pc briefly. PC, "Is there any thing else you want to add to your report?" They kept quiet so I told the table they could not use the knowledge.
Reach for the Stars was fun with the party zig zag through the house. They did get lucky with some charm spells and persuasion rolls to get them to the BBEG fast. It took my group 2.5 hours to do it. But it could go long as four plus hour depending on the dice and path. Again my dice are loving the pcs.
Prisoner 13 is interesting but can go south. It does have some interesting things to do with warden. Which my group somehow fail forward. Well actually they jumped off the cliff and bounced.
Tockworth's Clockwork is fun. I did include the rivals this time and put them ahead of the group. This did help the group push on. But if you running above an average group of five, i would change the rival load out.
If you handing out maps, i would include a map of a bridges which are up are marked in highlighter.
Axe from the Grave. I turn the instrument into a banjo and lead heavily into the swamp and bayou theme. My group nearly did not have combat except for tripping the skylight encounter which turn it into a comedy combat.
Since different people are doing info dumps, I just print out those.
Vidorant’s Vault. My players wanted to make the heist more complex than it was. They got lucky and got all six secrets and were able to get on the inside crew. I literally had to tell them it was now an inside job. Also when offered to surrender they refused. Even knowing the boss was taking prisoners. I did kill one pc.
Shard of the Accursed is an okay adventure. But It does a have hidden Easy/Hard setting. Depending on how you enter the tomb, determines the setting. The upper level needs a time table for who is where. This is one that could go five plus hours if the hard path is chosen.
Ashes of the Heart. As standard it needs a time limit if you are going to do in one session. Two problems. One. No diplomacy solutions, my players came up with some. Second. Flight. If you have one pc with Flight powers, some encounters go from difficult to medium. If you have two or more Flight powers, it is an "I win" button for the pcs. My group spend 17 minutes of in game time before they trip the win condition. This does not include the travel time to the castle.
The Affair of the Concordant Express has some issues. Most will not be a problem depending on the group. The jail car map had everyone confused. I printed the maps off in Flickr so the boxes would be one inch squares. The cells are too small for some of descriptions. they would be squeezing everyone in a cell. The nycaloth would not fit.
The Party at Paliset Hall is one that can go to two sessions. P 12 vault has no DC for thieves tools . This threw me for a loop. So you need to set a DC or it is an auto pass. I made the change so after the reveal of the duplicate. The touching of the shard transport the group to the rift. This was mainly due to out of game reasons. (My body's check engine light came on).
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No Gaming is Better than Bad Gaming.
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Ok I just start running the book. You will have to make sure some of your players are the planner type. So far from what I have seen this more mission impossible, than loot and scoot. If you have access to a printer you will need to print of multiple copies of the players' handout and include one for yourself so you can have markup version of their map. A print out of the actual map is good too so you don't mark up the book by accident.
Notes with the cast will help you keep from flipping pages in the book. I am using the golden key hook. With a twist. I make my players put a hand behind their back just before the game. They either get a fake coin, or a key. Person with the key becomes the boss. I also have links to MI theme music on my laptop to run as introduction music.
The Murkmire Malevolence is an okay start. While it is not stated the museum is built into a hill. That is while you have doors on the first floor, and basement. I made some judgement calls on the casuals who are learning a new class. I also added an arcane check to find alarm locations. My players caused a fight in the lobby, and fire in the cafe and tried to steal during showing. And one bloody murder. This was mainly working. As when the players were following the plan the dice only roll above 10 once. Which was a 13 with disadvantage. It wasn't until two people when off plan did the dice hate them.
I think I may lose about two players as their play style may become a bad match for the rest of the chapters.
No Gaming is Better than Bad Gaming.
the Stygian Gambit went well. I add a complication. The museum from the first heist fired all their staff. Sareena Shu was hired by the gnome. Two of the characters were made by her. But bluffed her into not narcing them out. They then mess up. They mugged a security guard on his way home. Tied him to a tree and threw him into the river. So part the plan was busted before they returned on the second day. I do have to give a high five to one player. Her flaw was always late. So she arrived very late. The robbery was not successful. And one pc died. They near had a great plan.
I had to warn the group about mega gaming. Both the made pcs had plenty of time to tell their boss that one of the staff knew them. They both kept silent. I even when around the table taking over the pc briefly. PC, "Is there any thing else you want to add to your report?" They kept quiet so I told the table they could not use the knowledge.
No Gaming is Better than Bad Gaming.
Reach for the Stars was fun with the party zig zag through the house. They did get lucky with some charm spells and persuasion rolls to get them to the BBEG fast. It took my group 2.5 hours to do it. But it could go long as four plus hour depending on the dice and path. Again my dice are loving the pcs.
No Gaming is Better than Bad Gaming.
Prisoner 13 is interesting but can go south. It does have some interesting things to do with warden. Which my group somehow fail forward. Well actually they jumped off the cliff and bounced.
Tockworth's Clockwork is fun. I did include the rivals this time and put them ahead of the group. This did help the group push on. But if you running above an average group of five, i would change the rival load out.
If you handing out maps, i would include a map of a bridges which are up are marked in highlighter.
No Gaming is Better than Bad Gaming.
Masterpiece Imbroglio. Grinky information is not totally true. I would print out two dm maps and key locations for people for day and sleeping.
No Gaming is Better than Bad Gaming.
Axe from the Grave. I turn the instrument into a banjo and lead heavily into the swamp and bayou theme. My group nearly did not have combat except for tripping the skylight encounter which turn it into a comedy combat.
Since different people are doing info dumps, I just print out those.
No Gaming is Better than Bad Gaming.
Vidorant’s Vault. My players wanted to make the heist more complex than it was. They got lucky and got all six secrets and were able to get on the inside crew. I literally had to tell them it was now an inside job. Also when offered to surrender they refused. Even knowing the boss was taking prisoners. I did kill one pc.
No Gaming is Better than Bad Gaming.
Shard of the Accursed is an okay adventure. But It does a have hidden Easy/Hard setting. Depending on how you enter the tomb, determines the setting. The upper level needs a time table for who is where. This is one that could go five plus hours if the hard path is chosen.
No Gaming is Better than Bad Gaming.
Ashes of the Heart. As standard it needs a time limit if you are going to do in one session. Two problems. One. No diplomacy solutions, my players came up with some. Second. Flight. If you have one pc with Flight powers, some encounters go from difficult to medium. If you have two or more Flight powers, it is an "I win" button for the pcs. My group spend 17 minutes of in game time before they trip the win condition. This does not include the travel time to the castle.
No Gaming is Better than Bad Gaming.
The Affair of the Concordant Express has some issues. Most will not be a problem depending on the group. The jail car map had everyone confused. I printed the maps off in Flickr so the boxes would be one inch squares. The cells are too small for some of descriptions. they would be squeezing everyone in a cell. The nycaloth would not fit.
No Gaming is Better than Bad Gaming.
The Party at Paliset Hall is one that can go to two sessions. P 12 vault has no DC for thieves tools . This threw me for a loop. So you need to set a DC or it is an auto pass. I made the change so after the reveal of the duplicate. The touching of the shard transport the group to the rift. This was mainly due to out of game reasons. (My body's check engine light came on).
No Gaming is Better than Bad Gaming.