Gargoyle wrote:IDK Giant Scorpion men with guns sounds better IMO.
Me too, but it doesn't follow the scenario.
Truth be told, there were several things I'd probably do differently if I were writing Fires of Ra today, and Acts 1 & 2 would get the biggest changes. Act 2 could have made a good mini-sandbox. Hopefully your GM will find the other acts more useable as-is. It's a done deal now, but rest assured that we're using different methods in other adventures. Sometimes we'll have plot scripts, other times we'll have open areas with a goal but no given plan.
hawaiianbrian wrote:It's really hard to say. I can envision a version of the adventure where the heroes are tracking all four canopic jars, seeking them out in any order they wish (kind of like what we're doing with Revenge of the Carredon). The heroes are sent to investigate the murder of relics dealer with ties to the Delphi Council. Apparently the killers were after a conopic jar, but not to steal it –– one of the four jars is shattered on the floor. The other jars had been sold in auction to separate bidders. Armed only with that information, the heroes track down the jars, running into villains as they do so. One jar is in a museum, one in a movie set, and one in a nightclub. The *was* scepter is hidden in one of them –– and, true to the genre, it of course happens to be the very last one. The adventure would provide instructions for how to handle that. Different villains would be at each location, but the last one would also have Hooded Cobra and additional allies on scene, and would end with a chase. Somewhere along the way the heroes would also meet the intrepid reporter, Shafira Azar, who knows the wherabouts of one of the jars, but first she needs to be rescued from Professor Plasmo.
The problem with that version is that it doesn't start *in media res*, which is something we really wanted to do for Nile Empire.
mathey wrote:I found what appears to be repeated text in Act II, starting on page 29. Under "Race to the Station", we get a version of the text describing the pursuit of the train, going on to list the number of enemies pursuing the PCs. The next page, 30, has what appears to be a different version of the text, repeating the sentence "A service road winds down the gravely escarpment toward the town" from the previous page.
Then, under "Stop That Train!", it appears to reset again describing the pursuit of the train. The number of foes chasing the Storm Knights changes, and then we get starting descriptions of the train opposition the group faces. On page 31, a number of enemies is listed at the end of the section which may not be consistent with the earlier description of the train numbers.
Its all a bit confusing.
Do we have a chase before the chase after the train? Or is THE chase including the train? How many baddies chase the Storm Knights? And how many are on the train and where are they?
I know the idea is to keep a steady flow of Minions for Hooded Cobra to toss at your heroes, but this all feels very confused.
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