DM Notes: Lakeshore 18
Added 2020-09-29 16:00:03 +0000 UTCGood afternoon, patrons! Now that you've listened to episode 18, allow me to offer some notes and behind-the-scenes tidbits for this episode!
- A recurring point at this stage of the campaign: I had imagined that the team might head to the mysterious northern factory a lot earlier than they did, especially when Roman saw it as a source of magical energy when flying over the city in episode 07, or when they determined it as the final location of the crystals from Arthur Cho in episode 13. On the one hand, I think introducing the radio clue a little earlier might have been nice, but on the other, I'm glad there was a final high-energy heist to lead us into the finale. It gave me lots of opportunities to ratchet up the tension and danger of this campaign!
- Based on the gang's use of stealth in the Drake Casino arc, I wondered if infiltration might be a possibility in this episode--this is one reason why I had all of the employees dress in hazmat suits, and why a poorly guarded breakroom could be found just inside the entrance. Of course, the players did not elect to make use of disguises at this time.
- I'm quite pleased with how the goo monsters turned out in this episode! I wanted there to be a defining enemy in this space, and as seeing as this was an operation outside of Rex's control, I wanted to avoid sulphurous demons for once. I think the blob boys are maybe a little arbitrary--I'm not sure what expertise they would lend to a factory setting--but they gave Jorie the opportunity for some great sound design and made for a memorable enemy in my opinion.
- Lastly, this episode marks a return of Angela Whitcomb, last seen in episode 10 at the Drake Casino. I really love this calculating, amoral, sharp-tongued scientist, and even though the party was quickly outnumbered, it was great to have her back to torment the party again.
That's all for me! I've got to get back to cutting the next episode, and preparing for Lakeshore's epic finale!