The only problem I have with this set of scenarios... the decade or two between the two scenarios. How much "play time" will occur between the two events? I mean, I believe in foreshadowing events and building upon the past to add versimilitude to the game, but how are we going to be in both scenarios? Go to Comment
Now this is a great twist: while the PCs maysuspect the king is the werewolf, there is no proof as he simply does not transform... for a less unhappy ending, perhaps while the queen will become a shapeshifter, perhaps she can either learn to control the curse, or be locked away every full moon.
Howcan the PCs solve this mystery though? There is little in the way of hints and information - it may be possible that the PCs just run around a bit, learn nothing, and the full moon is upon them... Go to Comment
Well Agar, I said I couldn't wait for Part 2 and you haven't disappointed me.
This is every bit is good as Part 1, if not better - pretty much same moral questions as the first instalment plus a complex mystery to be solved - definitely one for the role-players rather than the hack-n-slashers.
Suggestion for MoonHunter:
How about running this as a stand-along (or as Episode 1 if there is going to be more) with the events of the first module as part of the history the PCs must learn to solve the mystery? Go to Comment
The introduction to the novel "Jitterbug" perfume comes to mind. This is the kind of thing that role-playing as a story telling media was meant to embrace. A bunch of people sitting around a table don't need to get overly attached to or overly serious about the events and ideas (though only telling the story once can make the content a little guarded). Go to Comment
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.