devincutler
Explorer
I ran OOTA and can give you the following advice:
1) The adventure relies way too heavily on random encounters. The travelling time spent in the adventure is really beyond belief. Even if you've read the adventure, you probably still have no idea just how long the travel times are. My groups times were unbearable, and they had an elk barbarian from SCAG that doubles the party's travel speed!
And the wandering monster tables for all of this travel are completely inadequate. A d20 table for upwards of 100-200 wandering encounters?
So, my advice is to preroll wandering encounters and then gin some of them up into interesting episodes. I also recommend looking up some of the fine side treks published in the DMs Guild specifically for OOTA.
But, the fact is if you turn every wandering encounter into an interesting side adventure, you will derail your main plotline before too long. Furthermore, the wandering monster guidelines make it very easy for the PCs to come to realize how often you are checking for encounters and to nova and use long rest abilities freely, knowing they won't have another encounter that day....so mix it up and, I recommend, make the encounter chance much less frequent than shown on the charts.
It is too bad it took them until ToA to make proper wandering monster charts.
2) This is a big problem with the adventure. Not just in the second half with the walking horde of NPCs. In the first half, you have all of these NPCs with the party and it causes some issues:
a) Too many characters to be run. Makes it difficult to play and bogs down combat.
b) If you divide XP amongst all of the NPCs, the PCs advance too slowly. If you don't, the PCs get too much XP for encounters that are made too easy by all of the NPCs.
c) The wererat NPCs are ridiculous. Almost nothing in the adventure can harm them and, especially for the first 5 levels or so, they are pretty much invincible. Put them in front and everyone else can sit back and eat popcorn.
Yeah, the NPCs are fun to roleplay with, but they are not very suitable for combat.
The second half army just exacerbates this problem. Are you really going to run wandering encounters with a group of 20-30 characters? You might as well not even bother with the ones on the charts...they will all be killed pretty quickly. And do you divide XP by 20 or 30?
You really cannot ditch the NPCs in the first half. They are too important to the storylines. But you should work on getting rid of most of them after they serve their purposes. Not sure what to do about the wererats.
I would also just ditch the army in the second half. Why are they even there? The PCs don't need them if they are of the proper level. The shield guardian and maybe one group of NPCs should be enough. I'd have the shield guardian eat up a share of XP and the whole group of NPCs eat up one more share (since they will be underpowered compared to the PCs).
1) The adventure relies way too heavily on random encounters. The travelling time spent in the adventure is really beyond belief. Even if you've read the adventure, you probably still have no idea just how long the travel times are. My groups times were unbearable, and they had an elk barbarian from SCAG that doubles the party's travel speed!
And the wandering monster tables for all of this travel are completely inadequate. A d20 table for upwards of 100-200 wandering encounters?
So, my advice is to preroll wandering encounters and then gin some of them up into interesting episodes. I also recommend looking up some of the fine side treks published in the DMs Guild specifically for OOTA.
But, the fact is if you turn every wandering encounter into an interesting side adventure, you will derail your main plotline before too long. Furthermore, the wandering monster guidelines make it very easy for the PCs to come to realize how often you are checking for encounters and to nova and use long rest abilities freely, knowing they won't have another encounter that day....so mix it up and, I recommend, make the encounter chance much less frequent than shown on the charts.
It is too bad it took them until ToA to make proper wandering monster charts.
2) This is a big problem with the adventure. Not just in the second half with the walking horde of NPCs. In the first half, you have all of these NPCs with the party and it causes some issues:
a) Too many characters to be run. Makes it difficult to play and bogs down combat.
b) If you divide XP amongst all of the NPCs, the PCs advance too slowly. If you don't, the PCs get too much XP for encounters that are made too easy by all of the NPCs.
c) The wererat NPCs are ridiculous. Almost nothing in the adventure can harm them and, especially for the first 5 levels or so, they are pretty much invincible. Put them in front and everyone else can sit back and eat popcorn.
Yeah, the NPCs are fun to roleplay with, but they are not very suitable for combat.
The second half army just exacerbates this problem. Are you really going to run wandering encounters with a group of 20-30 characters? You might as well not even bother with the ones on the charts...they will all be killed pretty quickly. And do you divide XP by 20 or 30?
You really cannot ditch the NPCs in the first half. They are too important to the storylines. But you should work on getting rid of most of them after they serve their purposes. Not sure what to do about the wererats.
I would also just ditch the army in the second half. Why are they even there? The PCs don't need them if they are of the proper level. The shield guardian and maybe one group of NPCs should be enough. I'd have the shield guardian eat up a share of XP and the whole group of NPCs eat up one more share (since they will be underpowered compared to the PCs).