We also played it as it was. It was my first try with wfrp so I wasn't comfortable enough with the setting to try any modifications. It's has its flaws, probably many, from the relic thing, to the trial how it's meant to be played, to the last fight with super-knights of "Ulric".Hyarion wrote: ↑Wed Feb 20, 2019 6:38 amWhen my group has played through it, we thought it was quite servicable as written, certainly not in any need of "substantial changes". I recognize that not everybody will like the same stuff, so it might be better if you listed the stuff you don't like or want to change.
- the ritual could be an attempt to extinguish the holy flame. You can swap one of both the knights of "ulric" with bloodletters if you want to save some of the demon partmandrill_one wrote: ↑Wed Feb 20, 2019 9:36 am
- The final piece is, well, the same old ritual to summon a demon. How many WFRP adventures end this way? We just played through Ill Tidings (from Knights of the Grail), and the ending is awfully similar;
- The main enemy is a stranger to the PCs, so either the GM does not provide clues as to his guilt (and the players will not suspect him) or he provides some clues (and the players will immediately know the culprit is him); his (supposedly slow) descent into Chaos worship is totally ignored by the scenario and thus by the PCs;
- The (real) reason for the baddie to send the PC on the side questo to find a very important Chaos artifact seems contrived.
- The connection between AoM and Spires of Altdorf seems weak and uninspiring: "You have to find a series of Chaos artifacts. Let's search a library. Ok, you discover that one of the other artifacts is probably in Altdorf".
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