EATERoftheDEAD |
I've been reading about the brutality of this module but since I bought it and it looks cool I'm going to run it anyway. However, I only have three players that can commit, and I refuse to run an NPC. So are there any things that those of you more familiar with the module think I could change, either character-wise or module tweaks?
I considered upping their level to 4 or maybe granting more points for stats. Or maybe just leaving it as is and making them deal with it. lol
Any suggestions from the peanut gallery?
EATERoftheDEAD |
I'd like to point out, I'm not a novice DM (20+ years of experience and I wish I could put that on a resume) and I'm sure I can make it work just fine, but advice or suggestions are always welcome and appreciated.
Also, I'm running the game in three days so anything that comes along quickly would be much appreciated. :D
Brandon Hodge Contributor |
As the author, I'm going to tell you to carefully consider the final chain of events leading up to the finale, particularly in regards to PC rest and resources. Give them an extra wand of cure light and a potion of lesser restoration or two. They can easily blow their wads in a seeming-finale, and still have another very tough encounter to face. 4th level would be fine, though it makes the initial skill challenges less...ummm...challenging. Most of all, though, look out for that BBEG. Read carefully and adjust accordingly. Keep the stats for a gloomwing or giant mosquito handy if they get there and you detect the faint whiff of desperation and looming TPK. He's a killer. Blame James Jacobs. =-)
EATERoftheDEAD |
Thanks for the suggestions Brandon. The players are showing up tomorrow with characters so I don't even know what they're playing yet. If they show up with some combat powerhouses it probably won't be as much of an issue. However, if they all decide to play bards...
I read yours and others comments in the thread that mentions the brutality of the finale and after reading it, it looks pretty damn rough. I think what may make this easier since my players don't focus on optimization but still put out specialist badasses I'll up their level to 4. The skill uses during the festival and whatnot I'll bump up a few points to keep them challenging.
By the way, you wrote a hell of a module.
Brandon Hodge Contributor |
My pleasure! Thank you kindly for the kudos. It was a ton of fun to bring the story of Ravenmoor to life!
Sounds like you've got it under control. With only 3, there is a chance, depending on how they prep themselves, that the
And, yeah. Do gauge the BBEG carefully, but sounds like you've got it covered. You could just take away its DR or something and, like I said, keeping the gloomwing around as some less-powerful backup stats if things aren't going so well might help. Just make sure everyone has fun with it!!! =-)
EATERoftheDEAD |
Due to a miscommunication we ended up playing Settlers of Cataan on Monday so I have a little longer to prepare. Thanks again for the ideas and insight into the earlier ideas for the story. I'm always interested when the writers share what their earlier ideas were and how things evolved during the writing and editing process.
I was planning on taking some more time with the town encounters. I want to really get them invested in the town and the inhabitants...