Uller
Adventurer
My group is wrapping up Lost Mines, probably this weekend. They've killed Black Spider and all they have left is the guardians. They are currently 5th level and could end up 6th level before it's over. I modified LM quite a bit because we started at 3rd level and have 6 characters. So Nezznar was an Arcanist Mind Flayer.
They have discovered that he had made a deal with an agent of "the Prophet of Earth" to retrieve the Brazier of Green Flame for him. They are aware that this agent hails from Red Larch and is part of some sort of cult and this cult has rivals that might also be looking for the brazier or other artifacts of power.
Page 17 gives some advice on introducing the characters to PotA...in addition to the info above I'll probably have one of my important NPCs have a concern over a missing delegation of dwarves that was supposed to have returned from Red Larch. That should get things started.
But here is my concern: My group has already made quick work of some powerful foes, partly through skill....partly through luck (they managed to lock down the dragon in Thundertree for 3 full rounds with Tasha's hideous laughter and they prevented the Arcanist Mind Flayer from dimension dooring behind a horde of hobgoblins and bugbears with a successful use of Counter Spell...had that failed...I think they'd be singing a different tune right about now).
The opening adventures seem kind of...meh....I like the sandboxy feel. But I'm concerned that if I beef everything up too much to match their power level the additional xp they'll gain will cause the same domino effect I found in beefing up Lost Mines...I'll have to continually beef things up all the way through the end of the campaign. I'd rather kind of summarize the early events and jump into the part that is appropriate for 6th level PCs (I think we'll end up with 4 or 5 PCs).
Any one have any thoughts on how best to go about this.
Also, I've set this campaign in Nentir Vale so far...so I've decided that Triboar is just on the other side of Harken Forest along King's Road (Lost Mine I set in the eastern portion of Harkenwold). So my factions are going to be a bit different.
They have discovered that he had made a deal with an agent of "the Prophet of Earth" to retrieve the Brazier of Green Flame for him. They are aware that this agent hails from Red Larch and is part of some sort of cult and this cult has rivals that might also be looking for the brazier or other artifacts of power.
Page 17 gives some advice on introducing the characters to PotA...in addition to the info above I'll probably have one of my important NPCs have a concern over a missing delegation of dwarves that was supposed to have returned from Red Larch. That should get things started.
But here is my concern: My group has already made quick work of some powerful foes, partly through skill....partly through luck (they managed to lock down the dragon in Thundertree for 3 full rounds with Tasha's hideous laughter and they prevented the Arcanist Mind Flayer from dimension dooring behind a horde of hobgoblins and bugbears with a successful use of Counter Spell...had that failed...I think they'd be singing a different tune right about now).
The opening adventures seem kind of...meh....I like the sandboxy feel. But I'm concerned that if I beef everything up too much to match their power level the additional xp they'll gain will cause the same domino effect I found in beefing up Lost Mines...I'll have to continually beef things up all the way through the end of the campaign. I'd rather kind of summarize the early events and jump into the part that is appropriate for 6th level PCs (I think we'll end up with 4 or 5 PCs).
Any one have any thoughts on how best to go about this.
Also, I've set this campaign in Nentir Vale so far...so I've decided that Triboar is just on the other side of Harken Forest along King's Road (Lost Mine I set in the eastern portion of Harkenwold). So my factions are going to be a bit different.