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Dungeon Adventure Path - Questions [spoilers]
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<blockquote data-quote="Taurendil" data-source="post: 1586817" data-attributes="member: 11892"><p>My group is about to start Zenith Trajectory. Up until now there have been 6 PC's. I pretty much ran the modules as they are. In the first module I just added a couple of low level opponents to Jzadirune. The Malachite Hold stayed as it was. Jzadirune wasn't easy, but didn't pose any serious problems. The Malachite Hold did. Especially the animated chains. I don't think they were able to do it any harm. They ran away after wasting a lot of resources. The final encounter went very bad. The party tried to grab Terrem and run away with him. This resulted in the death of 2 party members. Three were below 0 hp, all children except for Terrem got killed by the Beholder and one party member managed to escape.</p><p>The second adventure went much better for the party. They only had problems with Tarkilar and the demon in the lake.</p><p>If you're running the adventures with only four PC's I can see things getting very rough.</p><p></p><p>The Adventure path can be heavy on the dungeon crawl side. I suggest you read Jollydoc's Story hour. It's got some good ideas. I borrowed an idea from that: give the party Ghelve's shop and everything below it and then let the Stormblades break in and collapse the elevator shaft. My party sure hates them now. After Flood Season they took a trip to Sasserine to participate in the Challenge of Champions against among other the Stormblades.</p><p>I also made some changes to the part between the Lucky Monkey and the Kopru Ruins. The adventure never explained how come the party doesn't meet Triel on the way to the LM. Logically she should be on her way back to Cauldron while the party is en route for the LM. At the LM the party started searching for tracks. I ruled that Triel had taken a detour which led to the other side of Cauldron. I let them follow Triel to a cave where they keep some horses. With that information and soms role-playing in Cauldron itself they went to the ruins. This gave the party a chance to utilize some non-combat skills.</p></blockquote><p></p>
[QUOTE="Taurendil, post: 1586817, member: 11892"] My group is about to start Zenith Trajectory. Up until now there have been 6 PC's. I pretty much ran the modules as they are. In the first module I just added a couple of low level opponents to Jzadirune. The Malachite Hold stayed as it was. Jzadirune wasn't easy, but didn't pose any serious problems. The Malachite Hold did. Especially the animated chains. I don't think they were able to do it any harm. They ran away after wasting a lot of resources. The final encounter went very bad. The party tried to grab Terrem and run away with him. This resulted in the death of 2 party members. Three were below 0 hp, all children except for Terrem got killed by the Beholder and one party member managed to escape. The second adventure went much better for the party. They only had problems with Tarkilar and the demon in the lake. If you're running the adventures with only four PC's I can see things getting very rough. The Adventure path can be heavy on the dungeon crawl side. I suggest you read Jollydoc's Story hour. It's got some good ideas. I borrowed an idea from that: give the party Ghelve's shop and everything below it and then let the Stormblades break in and collapse the elevator shaft. My party sure hates them now. After Flood Season they took a trip to Sasserine to participate in the Challenge of Champions against among other the Stormblades. I also made some changes to the part between the Lucky Monkey and the Kopru Ruins. The adventure never explained how come the party doesn't meet Triel on the way to the LM. Logically she should be on her way back to Cauldron while the party is en route for the LM. At the LM the party started searching for tracks. I ruled that Triel had taken a detour which led to the other side of Cauldron. I let them follow Triel to a cave where they keep some horses. With that information and soms role-playing in Cauldron itself they went to the ruins. This gave the party a chance to utilize some non-combat skills. [/QUOTE]
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