Fires of Ra Discussion and Questions

User avatar
hawaiianbrian
Posts: 207
Joined: Tue Nov 15, 2016 1:08 am
Location: Vancouver, WA
Contact:

Re: Fires of Ra Discussion and Questions

Postby hawaiianbrian » Wed Jul 31, 2019 12:18 am

Ouch, I see what you mean. That section underwent a major last-minute revision. My original draft was written to have the chase more geographical, with each step being a portion of the road, but that isn't how chases are done in Torg Eternity. The revision made it work, while still holding on to some of the changing terrain of my original draft, but clearly some of the information got duplicated in the process.

Mainly, I'd suggest ignoring/crossing-out the first paragraph of the "Stop That Train!" section, which is the biggest source of confusion.

Here's what you need to know to run the scene:

• The heroes can pick among several available vehicles in the depot, as described at the end of the first section of the scene.
• As the heroes leave Abu Minqar, they're spotted by shocktroopers who give chase in an Aaki truck (this is a transport truck). I'd use the number of shocktroopers from "Race to the Station" and ignore the other list.
• This is a chase along a gravel road that goes down from the ruins of Abkhemurna, into (and through) the town of Abu Minqar, and then beside a train track. As usual, it has four steps, and tests land vehicles. Catching up to the train is Step D. The pursuing shocktroopers also test land vehicles to gain a step.
• When the heroes reach Step C, they get close enough to the train that shocktroopers on it can get involved (the train doesn't need to test land vehicles though). At Step D they can try to get onto the train.
• The different rounds described in the bullet list are there for descriptive purposes.
• The list of threats at the end of the scene are the ones on the train, not the ones giving pursuit.
• If the whole scene has strong Raiders of the Lost Ark "Desert Chase" vibes, you're doin' it right. :mrgreen:

I'll see if we can get that cleaned up for the errata.

mathey
Posts: 115
Joined: Sun Jul 23, 2017 12:18 am

Re: Fires of Ra Discussion and Questions

Postby mathey » Wed Jul 31, 2019 6:07 pm

Thanks, Brian! Really enjoying the adventure.

User avatar
Greymarch2000
Posts: 511
Joined: Fri Jul 28, 2017 7:48 pm

Re: Fires of Ra Discussion and Questions

Postby Greymarch2000 » Thu Aug 01, 2019 11:22 pm

One thing I realized as playing I didn't actually know was, is Shafira Azar a Nile Empire or Core Earth character?

GeniusCodeMonkey
Posts: 445
Joined: Wed May 09, 2018 2:35 am

Re: Fires of Ra Discussion and Questions

Postby GeniusCodeMonkey » Fri Aug 02, 2019 1:59 am

Greymarch2000 wrote:One thing I realized as playing I didn't actually know was, is Shafira Azar a Nile Empire or Core Earth character?


I played her as NE as it mentions she keeps getting kidnapped and I'm assuming that a CE reporter would have had more moxie and end up doing something about it.
Question everything.
Politeness costs nothing.

User avatar
hawaiianbrian
Posts: 207
Joined: Tue Nov 15, 2016 1:08 am
Location: Vancouver, WA
Contact:

Re: Fires of Ra Discussion and Questions

Postby hawaiianbrian » Fri Aug 02, 2019 2:22 am

Yes, she’s Nile Empire. Frequent kidnappings and peril just go with the job.

JeffWalklin
Posts: 42
Joined: Mon Nov 14, 2016 7:04 pm

Re: Fires of Ra Discussion and Questions

Postby JeffWalklin » Fri Aug 02, 2019 4:42 pm

hawaiianbrian wrote:Here's what you need to know to run the scene:

• The heroes can pick among several available vehicles in the depot, as described at the end of the first section of the scene.
• As the heroes leave Abu Minqar, they're spotted by shocktroopers who give chase in an Aaki truck (this is a transport truck). I'd use the number of shocktroopers from "Race to the Station" and ignore the other list.
• This is a chase along a gravel road that goes down from the ruins of Abkhemurna, into (and through) the town of Abu Minqar, and then beside a train track. As usual, it has four steps, and tests land vehicles. Catching up to the train is Step D. The pursuing shocktroopers also test land vehicles to gain a step.
• When the heroes reach Step C, they get close enough to the train that shocktroopers on it can get involved (the train doesn't need to test land vehicles though). At Step D they can try to get onto the train.
• The different rounds described in the bullet list are there for descriptive purposes.
• The list of threats at the end of the scene are the ones on the train, not the ones giving pursuit.
• If the whole scene has strong Raiders of the Lost Ark "Desert Chase" vibes, you're doin' it right. :mrgreen:

That's how I planned it for last week's session. Then the players dropped cosm cards and possibility chips and destiny cards and just all-around fun ideas. They made it to the train with little-to-no-trouble. Then on the train they disconnected the engine and started a tour through the train cars. Lots of shooting and punching and grenades and over-the-top action.

They are loving this adventure, Brian. Several have mentioned that they feel like they are in Raiders but with even more action. Well done, sir!

User avatar
hawaiianbrian
Posts: 207
Joined: Tue Nov 15, 2016 1:08 am
Location: Vancouver, WA
Contact:

Re: Fires of Ra Discussion and Questions

Postby hawaiianbrian » Sat Aug 03, 2019 5:14 am

Thanks :D

Wakshani
Posts: 384
Joined: Wed Jul 12, 2017 9:53 pm

Re: Fires of Ra Discussion and Questions

Postby Wakshani » Sat Aug 03, 2019 9:59 am

When in the Nile, you should always travel by red line.

Everyone knows that red line's the best. :D

User avatar
TorgHacker
Posts: 4563
Joined: Tue Sep 06, 2016 6:40 pm

Re: Fires of Ra Discussion and Questions

Postby TorgHacker » Mon Aug 12, 2019 10:37 am

hawaiianbrian wrote:Ouch, I see what you mean. That section underwent a major last-minute revision. My original draft was written to have the chase more geographical, with each step being a portion of the road, but that isn't how chases are done in Torg Eternity. The revision made it work, while still holding on to some of the changing terrain of my original draft, but clearly some of the information got duplicated in the process.

Mainly, I'd suggest ignoring/crossing-out the first paragraph of the "Stop That Train!" section, which is the biggest source of confusion.

Here's what you need to know to run the scene:

• The heroes can pick among several available vehicles in the depot, as described at the end of the first section of the scene.
• As the heroes leave Abu Minqar, they're spotted by shocktroopers who give chase in an Aaki truck (this is a transport truck). I'd use the number of shocktroopers from "Race to the Station" and ignore the other list.
• This is a chase along a gravel road that goes down from the ruins of Abkhemurna, into (and through) the town of Abu Minqar, and then beside a train track. As usual, it has four steps, and tests land vehicles. Catching up to the train is Step D. The pursuing shocktroopers also test land vehicles to gain a step.
• When the heroes reach Step C, they get close enough to the train that shocktroopers on it can get involved (the train doesn't need to test land vehicles though). At Step D they can try to get onto the train.
• The different rounds described in the bullet list are there for descriptive purposes.
• The list of threats at the end of the scene are the ones on the train, not the ones giving pursuit.
• If the whole scene has strong Raiders of the Lost Ark "Desert Chase" vibes, you're doin' it right. :mrgreen:

I'll see if we can get that cleaned up for the errata.


Noted deletion of the first paragraph in errata.
Deanna Gilbert
Torg Eternity designer
Ulisses North America

graethynne
Posts: 123
Joined: Tue Jul 16, 2019 3:11 pm

Re: Fires of Ra Discussion and Questions

Postby graethynne » Mon Aug 12, 2019 5:06 pm

Hi there - following are a bunch of questions. First things first, I really dig this adventure, these questions aren't meant as some kind of covert criticism even though some are pretty nit-picky/detail oriented. And, I know that the answers to some of these will be "that's not important", "'it's up to you" or "you're overthinking that". Others may be things I am just overlooking that are right there in the text. Thanks in advance for your patience and your help. I am using the Fires of Ra as my deep dive into a Torg adventure to learn how to read them, and how to run them, so knowing what I need to pay attention to, and what I can comfortably ignore or hand-wave is helpful. Ok enough rambling, on to the questions.

Is Professor Plasmo part of the retribution League at the start of the adventure, or a freelancer?

In the Act 3 overview the text mentions meeting two members of the mystery men and Dr. Frest. In the scene Raven is mentioned. Who is the other Mystery Man, is it Zed or someone else? Follow up - Is there any problem with Have "Diamaond" Jack there to set up the Omegatron scene in Act five?

In Act 2 Scene 3 when the SKs meet Killingsworth does he offer a fake name? If not how notorious is he i.e. might his name be a give away?

For act 3 scenes 5 & 6, since things are pretty different whether the SKs are there during day or night, how should this be handled? I see a couple of options - challenge calibration, Day is easier Night is more difficult so let that be my guide. Navigating the city could be a DSR with success arriving during the day and failure at night. Or is it just meant to be night cause that's when the scary/exciting things happen?

Also in 3-6, is the body that is the heart of the Nightmare tree meant to be up high in a cavity in the trunk (as stated in page 44 in the paragraph under the box text) or entangled in the roots (as stated in the last full sentence of the first column also on page 44)?

Also in 3-6 and this one is a bit open-ended, because I am basically just asking for advice: how to run the sequence around the Banyan tree. It seems like the Roots and Branches are an entire area (or maybe two) that involves hide and go seek with Melmuk, and possibly the apes and Kolo and Killingsworth. But I don't have a sense of how big the area(s) are and whether Killingsworth can snipe at SKs in amongst the branches/roots and how much time navigating will/should take. Climbing to the plane is only a single action for example, but is that because it is easy or fast (the text specifically mentions it being time consuming). Obviously if they burn the tree that simplifies things immensely (as long as no friendlies are navigating the root maze), though presumably they lose the opportunity to get Cassie's notebook. Finally (I think) is the tomb entrance obvious or is it somewhere in the heart of the root maze? Trying work out whether (assuming they don't burn the tree) whether they need to "find" the temple or if it is pretty easy to identify and enter (once the specific roots growing over it are cleared). Whew sorry, that's a doozy I guess.

In the climax of Act 4 scene 6, neither Senator Agathena nor High Priestess Phaedra have unique stat blocks. Are they just generic Amazons (a little surprising that the High Priestess has no miracles)? I realize that the senator dies before the action starts unless something wonky happens, but figured I'd include her in the question just to be safe.

Page 59 - super minor typo "they witness the Red Hand shoves" should read "they witness the Red Hand shove" just a small one I happened to notice.

Also on page 59 the text mentions The Red Hand's "Master Criminal special ability" but I don't see it in his stat block and couldn't Master Criminal explained elsewhere either.

Speaking of his stat block - on page 61 Red Hand is listed with Str 10. The Power Punch says it deals +2 for a total of 14, but 10 +2 = 12. Where does the extra +2 come from?

What is the fate of General Ianthe - did I miss her mentioned somewhere, does she survive?

Regarding the Omegatron (in act 5 scene 3) does it explicitly get around the Law of Inevitable return? The text suggests Diamond Jack was part of a team that got shoved in there but he's the only survivor by the time the heroes get there.

Also in Act 5 scene 3 - I am a little confused by the secret passage layout. Is there one passage or two that connects the Omegatron Room to the Hall of Scrolls? If it is one does that mean that SKs pass the chute going down on their way from the Omegatron to the Hall of Scrolls? If there are two, I need help visualizing them i.e. are there multiple secret doors in each room or is there something about how they branch?

On page 70 What is the "wax sealed object" that is containing the pouch which contains the Mandjet plans or is it the pouch itself that is wax sealed?

Page 71 mentions that the "room is airtight" causing a loss of shock for the heroes from "failing the test". Which room is airtight and what is the test in question?

In the aftermath of Act 5 there's a note that the the heroes can "easily get" the current location of Mandjet from the Amazons. How/why do the Amazons know this? Also this is foreshadowing telling the heroes the Mandjet's location for Act 7 (Lebenon) rather than where ever it is now, right?

Are Iron Crocodile and Wunder-Mind members of RL when the heroes encounter them in Act 6?

What is the power source for the deathtrap in Scene 4? I am trying to work out why the heroes couldn't just destroy it to end the trap (my guess is that doing so would blow up the lab killing Col Cairo anyway and also losing the chance to search, bring down the whole island on the location and possibly injuring the Storm Knights as well, I but I wanted to makes sure I wasn't missing something.

Also in Scene 4 What is the Significance of the prophecy the heroes find in the lab (on a Good "Find" success)? Is a it a possible seed for a further adventure or something within Fires of Ra? I took a look at the LL DC mission referenced, but I don't see a connection to the prophecy there either.

In Act 7 Scene 1 when the Israeli fighters attack the NE forces, what is the state of the non-aggression pact? Does this break it, or was it already broken? Did the Mandjet fly over Israel to get to Lebanon blowing stuff up along the way, or did it take some other path (if it went over the water, that might explain why the Amazons knew where it was headed)? Also, roughly how fast is the Mandjet? Just wondering how long it's journey to Lebanon was, day, days, hours or some other scale.

For scene 3, on page 97 it says there should be one pulp villain per Storm Knight, but the bullet on page 98 says every living member of the Retribution League should be there possibly with some additionally recruited villains. Which is correct?

When does the Aura of Aten fail? I am guessing the answer is either when it's console is destroyed or, if that doesn't happen during scene 3 the Aura fails in the narrative transition from scene 3 to scene 4. Is that about right?

Ok, I think that is the lion's share of it. I know it's a monster, thanks in advance for helping me with all of this.

Graethynne


Return to “Setting Discussion (TORG)”

Who is online

Users browsing this forum: No registered users and 15 guests