JohanR
Posts: 213
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Re: Beta Feedback - The Bloodmarch

Mon 31 Oct 2022, 02:05

Page 12: "Before we continue it should be noted that the first five chapters of this book can be read by players and Gamemasters alike" <-- As a GM I would not let my players read anything here. Aren't they supposed to be newcomers in the lands? But I guess that a lot of the information should come available to them quickly. But there is a lot of meta information, like what random encounters gives what resources and so on (page 38-39), that feels kind of wrong to hand out? Another example: Page 171: "If the adventurers seem worthy of their trust, the priests also explain that the Astra can be identified and claimed by smearing them with blue tar", the players would however already know this if they have read the information chapter 4, page 38.

Page 27: "Order of Egression (Blood Magic)" <-- Should read "Order of Egression (Death magic)"

Page 39: "Burning Lycopodium Powder in a wound caused by demonic plague gives it a D12 artifact die for HEALING.". Demonic plague is sometimes refereed to as the crimson forest itself, so kind of strange here? The disease is called "crimson sickness". Is it supposed to work against this disease? Like temporarily halting it on successful HEALING roll, like a very poor version of blue tar?

Page 72-73: "Selligar is lavishly dressed in silver-plated chainmail", then under GEAR: leather armor <-- change to chainmail, or perhaps even some masterwork variant?

Page 117: "The smallest ones, called nymphs, only have six legs and cannot squirt acid", yet attack 1-2 reads "ACID SPIT!". There should probably be an alternative text for Nymphs attack 1-2 then?

Page 119: "Large forest stars hunt alone or in pairs" + Page 133 Encounter 3, encountered in a PAIR. I strongly recommend to remove all the pair parts. Wow.. roll this encounter and nothing but the most hardened group of adventurers will survive.. and they will not be in for a fun time. We are talking 10 enemy initiative cards(!), 80 hit points, the enemies are also able to make almost "instant death" attacks that will more or less require a successful dodge to avoid, but with their insane amount of initiative cards, you will suffer these 1-2 times per round, and with up to 10 enemy attacks per round.. you might not have an actions left to dodge them. I like hard encounters.. but perhaps never make them hunt in groups? 40 hit points and 5 initiative cards, will probably be tough enough...? They could probably even have a bit less than 5x8 hit points to begin with? Like 6 Strength would perhaps be enough? Hydras are one of the toughest creature in the base game and those have 4-6 x4 hit points.

Page 137: Encounter 11 "PIn the distance" <-- Should read "In the distance"

Page 236: Honestly, the stairs part in the knot is kind of hard to understand. But that is perhaps just me. Unless I will get a better picture in my head. I will probably let the players think that B looks like it leads to A, but in reality when they think they exit A, they exit at C, and so on.

Page 238: Are the players just supposed to figure out her name here? Because they do not seem to learn it anywhere in the campaign. I mean they might figure out octo, but it is a stretch, but then madria.. like spanish or so? Will be very tough.. on top of this they get no hint that the name is 10 letters or that it corresponds to 5 doors? A lot of players will likley start opening doors to look for more clues, and then they must also put togeather to close them all and then start opening them in the right order. Like there is not even a clue that it is the doors and not lighting a candle next to their corpses or whatever they players can come up with... Edit: Well I guess they should know that she is also called "the eight mother" and not just "wyrm reborn" unless they have been sleeping, so they might make it. Still hard to understand the doors part? Perhaps change from "She is in our names" to “Open the doors for her, she who is in our names”.
Last edited by JohanR on Fri 04 Nov 2022, 15:36, edited 6 times in total.
 
JohanR
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Re: Beta Feedback - The Bloodmarch

Mon 31 Oct 2022, 19:45

Page 158: THE DEMONIC MASS GEST: This part is written in swedish.
 
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Fenhorn
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Re: Beta Feedback - The Bloodmarch

Wed 02 Nov 2022, 14:34

p.34 The spell Nightmares is listed as a rank 2 spell in the description, it should be 1 (according to the spell list).
p.38 No prices for the drugs & potions.
p.34 The example in the Spell Wordplay is a direct translation of the Swedish sentence but in English it doesn't make much sense.
"Thanks for noticing' me." - Eeyore
 
JohanR
Posts: 213
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Re: Beta Feedback - The Bloodmarch

Wed 02 Nov 2022, 22:59

Page 190 "THE GARDEN OF MASTERS": This entry is in Swedish.

Page 203 "THE SECRET CLEFT": This entry is in Swedish.

Not an error, but it is funny that on page 192 Grudenstaal wants to assassinate two clan leaders as it is needed to unite the clans under Selligar, but on page 205, he instead wants the same clans to unite to kill Selligar. I guess he just wants to spread chaos and size opportunities from it :D

Not really an error, but some complaint. On page 210 you can fight a telepathically talking fruit, that can be killed with any weapon (as long as you hinder it from dispersing), as it manifests it makes the forest warmer.. but then uses the stats of a ghost.. why? Like the fruit now swooshes around them with movement 1 (I guess that is why players attacks just don't automatically hit it)? And attacks with "ghost ..." attacks, "staring with dead eyes", "engulfs its victim in a twisted embrace of death" and so on.. I guess I can make the fight look like they are fighting the very branches and tendrils of the forest and not a walking fruit... but I will not have purge undead work on it anyway, it feels a lot more demonic in nature..
 
mistken
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Re: Beta Feedback - The Bloodmarch

Thu 03 Nov 2022, 05:47

Capitalization issues in book - Crimson Forest, Firelands, Ashlands - sometimes they are capitalized and some sections they are not. Primarily when they are first brought up it's always capitalized and then later chapters it's off and on. Same goes for Blue Tar and Holy Fire.

Holy fire in a few places is also blue fire?

Multiple times there are places with highlighted swedish writing I am guessing. Figure yall know that.

p. 20, "Aslene dwarves have a horn jutting from their forehead and call themselves Caprids." Many dwarves in the book have only side horns and not front horns it seems.
p. 21, "The desire is for pride, authenticity, procreation, power, and independence, while capacity is the ability to overcome challenges and dominate weaker kin." So capacity has a different meaning from what we consider capacity. Is the same true for desire? or is it just that they desire certain things? Would an orc say the word desire to sum up all of that or would they say they desire those things?
p. 23, "To find one's place in the herd...," Do wolfkin refer to themselves as herds?
p. 24, "The Black north of the Ashen Vale is even blacker with Horn’s volcanic ashes." Should there be a comma after "The Black"?
p. 24, "...the moonstones form their chests...", should be "from their chests"
p. 25, "But then again, malicious rumors about the Alderlanders spread like weed in the Bloodmarch." Should be weeds.
p. 27 So who can learn all the traditions? Is it anybody willng to learn? Nothing specific is mentioned here. Can my hunter learn magnetism or oneiromancy? Mentalism or Magma Song?
p. 31, "They stole the Eight Mother..." should be Eighth Mother
P. 31, "The Power Level determines the size of the wyrm." Nowhere does it state the relationship between size of wyrm and power level.
Mentalism Spells in general have no information saying they don't affect monsters. Don't know if that's intentional or not, but most in the regular manual do have it.
p.33, "On failure..." On a failure.
p. 34, What's a magical sleep? No explanation given. How long does it last can they just come out of it?
p. 39, "Veinpearls..." Is this supposed to be Pearlyveine
p. 41, "...whoever eats or drinks anything off the land..." from the land instead?
p. 41, "an ENDURANCE roll not to contract.." "an ENDURANCE roll to not contract" instead I think.
p. 42, "Adventurers who enter a crimson forest risk contracting Crimson Sickness. The GM rolls D3 on the table below for each infected adventurer to determine the initial symptoms." Do adventures automatically get this? It says they risk it and then it just says to roll 1d3 for initial symptoms? Kinda severe when only way to stop it is Blue Tar. Does it also affect animals and monsters? Also does Blue Tar stop it from happening then or only after getting it? This could be written better.
Mishap tables for Crimson Forest - as stated above, if you automatically get crimson sickness, then should it be included on the mishap table that you get it?
p. 50 "It is no longer drinkable and everyone in the group must reduce their resource die for WATER by one step." So is it not drinkable or is it just reduced by one step? I think this could lead to confusion.
p. 60-61, "The dwarves’ plan was to let the horse clans drive the Vasnians from the mining districts of Nuggler’s Harrow, but instead Sella began a war of extermination, which to the dwarves has become an historical embarrassment they do not want to be associated with." Run on sentence I think? Probably get rid of the but and capitalize instead to start next sentence?
p. 66, "three difference locations..." About Glasstooth, should be three different locations?
p. 66, "Sella the Liberator at site of the kill." should it be at the site of the kill?
p. 67, "DRAWBACKS Glasstooth is a jealous dagger that reduces the Weapon Bonus of all non-magical bladed weapons within SHORT range by one. In other words, affected weapons have a
reduced chance to hit and break more easily." Should it be when it's bound that this happens? Just for poor DMs who are like do all my NPCs have this issue? Also makes identifying pretty easy.
p. 77 Does Fangler have "True Sight" or Truth Sense?
p. 84 Meeting Fiena section is in a secret language of some kind!
p. 89, "as the genius his is..." as the genius he is
p. 127 Horseback Fighter should have a level for Clan Chieftains and Clan Riders
p. 128 Horseback Fighter should have a level for Ironbrow
p. 133, "...she is to be "married" to one of the Sons of Horn, meaning she will be sacrificed to the nearest active volcano..." Nowhere in any of the clans is it mentioned that human sacrifice is a part of their thing. Seems just like all of a sudden it's like whelp clans are into human sacrifice. Also name is really close to another named Galdane, maybe change it?
p. 135, "after one moth", should be month
p. 137, "PIn the..." Should be In
p. 139, "The adventurer can...." To fit other random encounters should be adventurers plural? "But they are afraid..." Does that mean the players have to do something to get the something of value? I think it should say "They are otherwise afraid..." They'll leave their tribute but nothing more.
p. 145, "resembles a human creature..." shouldn't this be a short human or even just resembles a dwarf? Also does he have horns or is he from the ravenlands? cause if so then a short horned human creature.
p. 53 "...be the obvious leader of all clans." of all the clans? of every clan?

Haven't gotten to most of the adventure sites, but fun book you all!
 
mistken
Posts: 5
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Re: Beta Feedback - The Bloodmarch

Thu 03 Nov 2022, 06:49

Tarengyll
First, there is a brewery and some other operations here that require water (like stables). Where does the town get water when it's stream is poisonous? No well on the map or other water source. Important cause how hard it is to get water?
Second, continuity errors about about Blue tar and holy fire.
p. 150, "The locals are often completely or partially smeared with blue tar (not capitalized) to protect against disease or protection. The tar is generally viewed as a universal remedy and does actually grant armor rating 2 against fear attacks and magic." So why isn't this mentioned in the Drugs section under Blue Tar? Also in Taregyll it's mentioned that trees are coated with it to stop demon stuff? Why would the trees you get it from be covered by it? "Taregyll is surrounded by sparse coniferous forests of spruce and gray-blue pines, whose trunks have been smeared with tar to ward off demons."
p. 157, "Taregyll’s temple of Have has stood there since time immemorial to oversee the production of the sacred blue tar that the local pines give off when kilned." So in the section for Blue Tar in Drugs it says trees are tapped for sap that is boiled and now it says they are felled? Same on p. 159, "In the final years before they are felled, the blue pines around Taregyll are treated to yield more tar." They don't yield tar though, they yield sap.From the Drugs portion of the book, "Blue Tar is produced by stripping the bark from the holy blue pines of Have and tapping them for sap."

p. 151, "...Strunde has been transferred there as an alternative to being exiled in disgraced." in disgrace.
p. 160, "It is a clash between red elves are redrunners.." and redrunners
Is redrunner capitalized?
p. 160, "...in the boiling hot Stream of Galda..." in the boiling hot waters of Galme or the Galme?
p. 161, "The lantern is actually very useful to adventurers as its holy fire turns blue tar into an even stronger weapon against demons (page 38). The adventurers may decide to keep it, but would then leave the priests of Taregyll to their fate." The only way to get holy fire is to light it in the temple and that doesn't require anything special? So what is special about this lamp that adventures will keep it? If any fire in it is holy fire, then they don't need to go to the temple? Or is the keeper just a liar?
And now that we opened that can of worms? Do priests have to keep feeding a fire? So will the adventurers have to make sure the lantern never goes out once they get it lit? Or is holy fire special about consumables? Cause it doesn't seem so on p. 38.
 
JohnWithAgun
Posts: 134
Joined: Sat 18 Jun 2022, 14:27

Re: Beta Feedback - The Bloodmarch

Thu 03 Nov 2022, 12:17

VINHELM KAAL page 89 is described as a genius but he only have 5 wits.

THE DREAMSTRESS page 96, the text doesn't name her a demon prince/princess as it usually does for powerful demons.
Her stat block does not list oneiromancy rank 3 as a talent (i assume she has it).

Clarification: Page 187: ASPIRING DREAMERS. I interpret this as anyone can learn ononeiromancy (despite not being a sorcerer) however this is breaking pre-established rules, so spelling it out would be nice.
Last edited by JohnWithAgun on Thu 03 Nov 2022, 16:38, edited 1 time in total.
 
JohanR
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Re: Beta Feedback - The Bloodmarch

Thu 03 Nov 2022, 13:59

Page 107, FRAEGE: Agility stat is left blank.

Page 215: You are attacked by a number of FRAEGE equal to the amount of adventurers. This is a slight TPK risk here. I usually let monsters act on 2 initiative cards per round (GMG page 75 "More Challenging Monsters"), but if you do so here, then the risk for TPK here looks very very high. There doesn't look like lots of options for running away either.

Page 220, THE FURIOUS GIRL: This sentence is a bit of a mess. You first thinks it is the girl saying the quoted text, and then have to go back and re read. The entire paragraph actually feels a bit strange, both in Swedish and in English.

Page 34: "An oneiromancer who has put themselves into a magical sleep wakes up without the Willpower Points spent." Why is this sentence here? I don't see that it adds anything, it only adds confusion? Don't you always end up "without the Willpower Points spent", I mean you have spent them, so they are no more? Something more informative would perhaps be.. for example: "Select the dream before you go to sleep, if you are prematurely awakened before the spell takes any effect, you do not have pay any Willpower Points. You can read your Grimoire as a bed time book to have your dream count as safe casting."... "or Oneironmancy cannot be safe casted from a dream", or something anything like that, that adds information.
 
JohnWithAgun
Posts: 134
Joined: Sat 18 Jun 2022, 14:27

Re: Beta Feedback - The Bloodmarch

Fri 04 Nov 2022, 09:43

The prophet Fangler is mentioned a lot throughout(even got a picture on page 56) but don't have a character entry/stat-block anywhere?

There is a lot of talks of moonstone, are they to have no function but plot devices? would be neat if you could actually do something with them.

Edit: If its intended for the game master to make something up it would be great if you could just add a small text stating that [As a GM feel free to add x to this] so i know when to think and when to read :)
 
JohanR
Posts: 213
Joined: Tue 02 Mar 2021, 23:34

Re: Beta Feedback - The Bloodmarch

Fri 04 Nov 2022, 12:46

The prophet Fangler is mentioned a lot throughout(even got a picture on page 56) but don't have a character entry/stat-block anywhere?

I think he resides in Alderland, so you cannot meet him, yet, we will have to wait for the next campaign book for that. Nope, I was wrong, so he should ideally have stats.

There is a lot of talks of moonstone, are they to have no function but plot devices? would be neat if you could actually do something with them.

I guess they work kind of like Elven Rubies. Maybe not a 100% match, but a 90% match?

---------------------------------------------------------------------------------

Regarding magic:

Like can anyone learn them, a sorcerer, a druid, a fighter? If a fighter can learn them, does they grant access to general magic as well? Can you learn them without a teacher, so that you could learn them in the Bitter Reach and in Ravenland even before the lands become available? What are the talents called, simply "Path of Magma", "Path of Mentalism", "Path of Magnetism", "Path of Oneiromancy/Dreams/Dream magic"? I mean since "Stone Song"s path is called "Path of Stone", I guess "Magma Song"s is called "Path of Magma"?

Magma Song

Ignite: Does the victim catch fire even if all the base dice fail?

Mold stone: Perhaps add a "(required)" after the Ingredient? Higher power levels makes it last longer and affect more material, but you still only create 10 balls of stone? Or should that read as 10 stones per power level? Or 5 stones per power level as the spell always has a minimum power level of 2, thanks to its required listed ingredients...?
These 10 balls of stone, do they take count as rocks (PHB 103), i.e. they use up 5 inventory space, just like regular rocks?

Water Memory: I guess an added Power Level both affect more material and affect its temperature more, but that is actually good. I don't like the "Furthermore, you are not negatively
affected by changes in weather temperature", as in you cannot become COLD or THIRSTY from weather? Wouldn't it be better if instead read, the spell can also be cast to remove the COLD or THIRSTY condition from the user? Like why can it make ignore become COLD in the Bitter Reach (at no WP cost), but not become warm after suffering from a COLD attack?

Steam Flight: There are a lot of talks about 2 liters of water.Since it is clearly supposed to be used by players, and they have water skins it could be good to note if it uses a resource die per turn, or is it a resource roll per turn? or something similar.
The spell is also a bit too much on the silly side.. guess the spell really must superheat the steam to superheated plasma to gain enough force, then magically make the vessel not break (as the spell "water memory" does) and then form a nossly of force magic and then make the character be able to hold on to the vessel while at the same time somehow make the character not scold themselves from all the super heated plasma water jet flowing out.

Summon fire wyrm: The ingredient looks like it requires a Might check or so? It think that it is very hard to break a spear shaft using raw power. Power level to size ratio is missing as other users have pointed out. So it requires you to be on some volcanic ground, has short range (as in up to 25 meter), then takes 15 minutes before it arrives, and finally disappears after it has attacked once (duration: attack by a fire wyrm)? Perhaps Power Levels could be spent also to make it stay for longer?

Mentalism

Mental Strength: "You can make one allied person or creature per Power Level immune to all damage to Wits and Empathy", then you gain a bonus to resist magical damage.. but as stated you are "immune to ALL damage". So wording dosn't really make sense.
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3)

Wordplay: Again a bit silly for a spell. And as pointed out it can make sense in the Swedish version, but the english one is plain bad. Consider replacing the spell? It just adds a meta game, that a minority the group will find funny.
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3), note however that ingredients would not affect it (no effect from PLs)

Traceless
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3)

Confusion
Ingredient entry is missing! (missing for rank 1 spells and some rank 2, exists for some rank 2 and all rank 3)

Geas: "the creature remains enchanted until the action is carried out, no matter how long it takes. If the action proves impossible to carry out, the spell is canceled after one day per Power Level." This spell is strange.. it can find out truths? I could say "Find person X and give him this letter" then only use it at Power Level 1, and then after 1 day I will know if the person is dead or not, just be seeing if the spell is active? "Find this artifact for me" wait one day and then I will know if the artifact exists or not, etc. You could give a quest "paint the world yellow" and set someone on a quest for the rest of their lives as it it theoretically possible to achieve, or "guard my stronghold until someone calls you Hrufungglaxh" and you will have a permanent guard.
Is there any reason to it not just lasting a mixed amount of time per Power Level? That seems less abusive.

Oneiromancy

The last spell uses ingredients, so all the other spells are all just missing them?

Nightmares: As pointed out before it should be rank 1 and not 2. Since you have to be near the targets I don't see that you kind of ever would use this spell?

Restorative Sleep: Perhaps emphasize that no attribute or skill can be increased by more than +1 with this spell. It is also so powerful that it really should be around a rank 3 spell...

Mara: I guess Oneiromancy makes for the perfect assassins in the game. They should just stay as far away as passible for their victims, like on another continent. Perhaps adjust to the Mara only performs one attack per Power Level. Or perhaps you need to make it a deal, like giving it an artifact in exchange for stalking a pray for all eternity or until slayed?

Sand Sleep: A bit on the powerful side. I can see that you no longer have to be afraid of any human attackers, like 30 bandits attack you alone after getting this one. Then (if you are cold-blooded enough) you can just start slitting all their throats. Perhaps allow any that resists to be able to wake others?

Prophetic dreams: Should really any rank 2+ oneiromancer have this power and not just the Dreamstress?
"You can conjure or repair a non-magical item of moderate value during a night of prophetic dreams" <-- Why not add a value per Power Level? Like conjure something for up to 5 silver per PL, repair something for 1 point per PL?
"You can also recreate someone’s lost body part" <-- Ok, a lot more powerful than "mend wounds" as not even that spell can do that.
"bring someone back from the dead" <-- Again a lot more powerful than rank 3 "resurrection", as that spell makes the target lose one point of Empathy permanently.
It feels just unnecessarily too powerful...
Page 187 "The consultation usually involves the Dreamstress and the required number of oneiromancers sitting down and dreaming in the Sky Tower for a reasonable price. The Dreamstress can among other things restore a severed limb or bring a dead person back to life – but only does the latter in exchange for an Astra.".
But in reality it only takes 1 oneiromancer of level 2+ oneiromancer any only at the cost of 1 PL/WP.
The Dreamstress must be really poor at oneiromancy if she requires multiple oneiromancers for this.
Also there are no rules at all for what any "required number of oneiromancers" would be...? Since I guess one is all that is needed for kind of all the spells?
It is also very powerful, all those that are rich enough will want to hide some oneiromancers in remote locations, to make themselves and all those they love immune to assassinations, they will just be dreamt into existence the next day.
Note that this is the only entry with an ingredient entry (and that is sad, since ingredients do not affect it)

Magnitism

Shouldn't there be ingredients for all the spells? Some was forgotten for other paths, so that might be the case here as well? If not then for other magic paths that lacks ingredients, there is some information noted as to why. For example druidic Ice magic and Symbolism can use ingredients for +1PL even if not noted in the spell descriptions and Elementalism must use ingredients, but it never increases the PL.

Repel: I would avoid having it both gain a negative modifier on PL in combination with the one turn (15 minutes) per PL. There is a chance at high PL that you can become almost unhittable, like at PL 6, you are at -6 that is pretty significant, it can almost become an invulnerability, having that last for more than one combat seems overpowered.

Bloodshock: This is resisted with Wits and not insight, as usually is the case. Also since your mind is not manipulated, why Wits? Wouldn't endurance make more sense here? Since you cannot wake the target is feels like you are continuously stopping blood flow to the brain or so? That would be lethal. Perhaps allow the targets to be awoken. If not then just because having an NPC cast this on your party and a quarter of them going to sleep (well, with Wits at -1 more likley 75% of them) with no chance of waking them, will feel boring for those that cannot participate. It feels a bit weaker than "Sand Sleep", but still feels a bit more balanced. It would be a go to spell to kill any humanoid boss. Bloodshock at even PL 2 (1 WP + an ingredient?), Wits -2, will against very hardy targets with Wits 5, have an almost 60% of instantly removing them, and that you fails, you can likley just try again next round.
Last edited by JohanR on Sat 05 Nov 2022, 00:30, edited 8 times in total.

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