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<blockquote data-quote="hastur_nz" data-source="post: 7151069" data-attributes="member: 40592"><p>Yeah, the Gladiator section is very memorable, because it's a great chance for the players to run a classic trope that doesn't usually come up in D&D (except maybe some people's Dark Sun games). There's chance for investigations, role-play etc before and during the set-pieces, and the fights themselves are, if run well, a chance for everyone to go hard-out in pure 'civilised' combat (with some skulduggery here and there, of course), where you know you can go nova. I made sure the crowd wasn't forgotten especially 'collateral damage', and especially the rules on flying etc. and in 5e I had a bit of work to do trying to make sure the combats were challenging enough. It's a great chance for the players to plan, size up the opposition, etc. In my 3.5 version the Froghemoth was taken down easily because the druid got lucky with call lightning. In my 5e game, the group placed bets on themselves winning, and named themselves the "Black Dragons" as part of a disguise, which was quite memorable and still gets mention years later. The big Kyuss Worm escaped in both my games, and provided a good (and unexpected) cap-stone encounter. Loris Raknian escaped at least once, as did his Cleric buddy - Loris returned again, once in the Rift IIRC, and once it was under Castle Greyhawk itself (he's in the 3.5 adventure book, which was a nice tie-in).</p><p></p><p>Overall, I think these two adventures are probably the best section of the Age of Worms; my players found that after there, it got a bit all over the place, as far as the consistency goes (which is fair comment - all the adventures are excellent, but the timing and flow of the second half is a bit off, some pieces really should be condensed so the best bits like the Giants and Dragons in the Rift really shine).</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7151069, member: 40592"] Yeah, the Gladiator section is very memorable, because it's a great chance for the players to run a classic trope that doesn't usually come up in D&D (except maybe some people's Dark Sun games). There's chance for investigations, role-play etc before and during the set-pieces, and the fights themselves are, if run well, a chance for everyone to go hard-out in pure 'civilised' combat (with some skulduggery here and there, of course), where you know you can go nova. I made sure the crowd wasn't forgotten especially 'collateral damage', and especially the rules on flying etc. and in 5e I had a bit of work to do trying to make sure the combats were challenging enough. It's a great chance for the players to plan, size up the opposition, etc. In my 3.5 version the Froghemoth was taken down easily because the druid got lucky with call lightning. In my 5e game, the group placed bets on themselves winning, and named themselves the "Black Dragons" as part of a disguise, which was quite memorable and still gets mention years later. The big Kyuss Worm escaped in both my games, and provided a good (and unexpected) cap-stone encounter. Loris Raknian escaped at least once, as did his Cleric buddy - Loris returned again, once in the Rift IIRC, and once it was under Castle Greyhawk itself (he's in the 3.5 adventure book, which was a nice tie-in). Overall, I think these two adventures are probably the best section of the Age of Worms; my players found that after there, it got a bit all over the place, as far as the consistency goes (which is fair comment - all the adventures are excellent, but the timing and flow of the second half is a bit off, some pieces really should be condensed so the best bits like the Giants and Dragons in the Rift really shine). [/QUOTE]
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