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I am putting the final touches on a saltmarsh campaign set in the Razor
Coast setting and it occurred to me that there were probably a number of people here who had run or played one or the other. Since this is my first time with the 5e system (though I have at least played all the others and it strikes me as very similar to AD&D with some improvements) I would like to see if there are mistakes I can avoid...
The group looka like it will be 7 if everyone shows up, three of them in their mid teens and I want to make sure they have fun while getting a taste of adventures that are not all hack and slash.
My reason for them to be there together at the adventure start is that they have recently completed their training/ finished their apprenticeship/ or finished with the service and this is the graduating task they have been given basically: comlete the secrets of sinister saltmarsh if you want the right to practice your trade in the name of your guild. I am hoping to avoid the first 2-3 sessions of 'I hate you all' and 'I'm better then you' garbage that seems to happen so often with the classic met in a tavern opening.
The planned adventure path will use the saltmarsh modules but I also want to work in
The sunless Citidel
The temple of Posidon (an old ADnD module that I personally love even though it's a killer from stage 1)
2 or 3 other dungeon crawls from old dragon magazines
I also want them to have access to the Razor coast adventures as optional adventures (I've started a table of swap outs that allow me to replace sections of saltmarsh if they take that option.
Finally, I have ship minis and I want to use them! So I am planning some naval encounters that they can run into
With all of this I am I am planning a slow progression allowing greater numbers in people to make the adventures a little easier but requiring more of them rather than increasing the cr of the encounters in the dungeon. As some of these adventures are killers I'm really not worried about the characters feeling unthreatened but some of the players are new and I don't want to clobber them Tomb of Horrors style (when I played temple of Posidon the first time we went in with 8 8th level characters and cam out with 3...) but I may need to explain the slow progression.
Two things I want to implement are:
a change to feats and multiclassing; I want to allow it but only if they find someone in game to teach it to them.
Race limitations.all the basic races are fine but race discrimination is a chunk of the plot and things will go very bad very quickly if one of the players is an aquatic race...
So with that said does anyone have recommendations for:
Dungeoncrawlers - I would love to throw in a few classic crawlers with classic monsters. I also have all my dwarven forge goodies I want to use!
Ship combat dos and donts particularly around cannon and boarding actions and piracy
Pointers for dealing with teens, they're good kids but can be rambunctious and distractable
An I trying too much on them? Ist possible for them to be embroiled in multiple plotlines and it could confuse them.
So with that, anyone want to lend an ear and make suggestions?
By Dan d'Lyon
Hour of Need is a cooperative game of comic book action inspired by the costumed heroes that many of us grew up with. Using the Modular Deck System (MDS), also featured in Street Masters, Brook City, and Altar Quest, the game features incredibly modular gameplay using several different types of decks. Hero decks, villain decks, and issue decks can all be mixed and matched to create countless combinations of unique play experiences.
Each hero in Hour of Need is represented by a highly-detailed miniature, as well as each villain and their associated lackeys.
Each hero in Hour of Need is defined by their unique deck of cards, representing their crime-fighting abilities. While each hero has their own playstyle, all hero decks share something in common in the form of heroic feats which make certain cards multi-purpose—do you want to play a card for its ability, or keep it in your hand to use its “toughness” heroic feat icon to protect yourself from damage? Managing your hand is crucial in avoiding crises!
Villain decks are the primary opposition in Hour of Need. During the villain turn, each player draws a villain card and resolves its icons—these will spawn minions in scheme panels, trigger special villain abilities, or spawn perils & lackeys on the map. Additionally, villain cards feature “Showdown” effects that are resolved whenever a villain is attacked by a hero—if the heroes can first reveal the villain!
Issue Decks and Issue Boards
Like any good comic book series, Hour of Need tells its stories through issues—issue decks, in this case. Each issue deck is accompanied by an issue board that sets the scene for the conflict. The issue deck details the overall story and special rules for the game. Whether the heroes are attempting to thwart a bank robbery or prevent advanced weaponry from being stolen, the issue deck will provide the villain with their overall goal, which the heroes must prevent in order to win!
The issue guide provides all the narrative and rules clarifications for each issue in the game. Players can choose to play a more story-based experience by reading each story point as its cue effects are triggered.
Heroes must fight and solve their way through their enemies’ various machinations. Hero dice are used to resolve each fight and solve action, while focus tokens are used to mitigate these rolls.
Tokens are used to track various game elements, such as how much damage a character has suffered, how much justice has been dealt to a problem, as well as where minions and bystanders appear on the board. Additionally, each issue introduces unique tokens to add another level of thematic immersion.
Check out the beta rulebook HERE!
just wishing to put this out there, but what are the chances of warlord coming back, hopefully with the success of bones reaper can really hammer our full fledged army boxes. i only ask this as warlord was my very FIRST miniatures game and heck it was the first miniatures i ever bought and wish to see it again even if its just bones army sets or something. maybe even a third edition possibly.
i mean am i alone in wanting warlord back?
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