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<blockquote data-quote="UngeheuerLich" data-source="post: 6446030" data-attributes="member: 59057"><p>I have run that module in both 3.0/3.5 and 4e and have begun playing it with DnD next</p><p>Both worked very well in the first book, and well enough in the second.</p><p></p><p>[sblock=Some tips] (just from looking at the finalized monster manual)</p><p>- Careful with the Death Dog encounter. They are a lot tougher than they were in 2nd edition. The characters should be at level 3 with the expected xp values. 4 of them should be enough.</p><p>- Careful with the magic items. There are a lot. Make sure, that players notice, that this is a plot element. Was a bit hard to convey that message in 3e and 4e. In 5e it should be a lot easier.</p><p>- I also suggest changing the layout of the caves in book 2. There are teleportation circles, but on places where they are useless. Maybe just devide all distances by at least 2.</p><p></p><p>Once my group can continue with that module with the finalized rules, I expect it to run very very smoothly in 5e. As it did in 3e and 4e. Especially the first book is really great with only a few flaws. Only my last group (in dnd next) had some problems, but it most probably came from only playing short irregular sessions. Hard to tell a story then.</p><p></p><p>Book 2 is long. Very long, but especially the torn diary of an old adventure group is really fun. Nice combat encounters, and a really fun assault on a city.[/sblock]</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 6446030, member: 59057"] I have run that module in both 3.0/3.5 and 4e and have begun playing it with DnD next Both worked very well in the first book, and well enough in the second. [sblock=Some tips] (just from looking at the finalized monster manual) - Careful with the Death Dog encounter. They are a lot tougher than they were in 2nd edition. The characters should be at level 3 with the expected xp values. 4 of them should be enough. - Careful with the magic items. There are a lot. Make sure, that players notice, that this is a plot element. Was a bit hard to convey that message in 3e and 4e. In 5e it should be a lot easier. - I also suggest changing the layout of the caves in book 2. There are teleportation circles, but on places where they are useless. Maybe just devide all distances by at least 2. Once my group can continue with that module with the finalized rules, I expect it to run very very smoothly in 5e. As it did in 3e and 4e. Especially the first book is really great with only a few flaws. Only my last group (in dnd next) had some problems, but it most probably came from only playing short irregular sessions. Hard to tell a story then. Book 2 is long. Very long, but especially the torn diary of an old adventure group is really fun. Nice combat encounters, and a really fun assault on a city.[/sblock] [/QUOTE]
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