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We finished our D&D 3e campaign
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<blockquote data-quote="Thorin Stoutfoot" data-source="post: 1997545" data-attributes="member: 1887"><p>PC, you're probably much more capable of running high level monsters and NPCs than I am! Past 6th level spells, I had to look in the book for nearly every NPC spell that they could cast.</p><p></p><p></p><p></p><p>Temple:</p><p> - village of hommlet was really a lot of fun. A lot of great roleplaying, and very very dangerous encounters. 10/10 NB: This adventure is really designed for a large sized party (at least 6 pcs, if not 8)</p><p> - the temple itself was still fun in the upper two levels, but the lower two levels aren't as interesting because the 3E levelling speed meant that the PCs outstripped the power of the monsters and starting cutting through the monsters like hot knife through butter. 5/10</p><p></p><p>Queen of Lies:</p><p> - under the old rules the big bad was really egregious. The actual adventure itself was OK, but not super great. 5/10</p><p></p><p>Spiral of M. (dungeon adventure):</p><p> - a lot of fun. especially after one of the PCs from the above got sold to the mindflayers (and he was blinded on top of that), the rest of the party got together to try to rescue him. He made it out, but ran in the wrong direction and got killed. (the party started getting really depressed about their inability to do rescues at this point). 8/10</p><p></p><p>Headless:</p><p> - not bad, the final fight was a little anti-climatic, however. 7/10</p><p></p><p>Demon God's Fane:</p><p> - a great adventure. Had the party more than a little paranoid at the start (especially when one of them succumbed to the evil). The final fight was exciting and the puzzles in the middle very challenging. This was really the last adventure in which I felt I challenged the PCs. (nobody died) 10/10</p><p></p><p>Prison of the Firebringer:</p><p> - a lot of fun (especially with the party now high enough level to visit Faerun), but I started feeling like the challenges weren't too great for the PCs. 8/10</p><p></p><p>Maure Castle:</p><p> - they had fun following in the footsteps of Mordenkainen and Bigby, and with their divination powers could actually understand what had gone before. Once again they were too overpowered for this adventure, but I actually used it as a hook for the Lich Queen's Beloved. 9/10</p><p></p><p>Lich Queen's Beloved:</p><p> - Very challenging. Their first foray into Susurus resulted in half the party getting killed. The surviving members at this point decided it was time to use "Leadership" to get a cleric cohort. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p> - After that, a brilliant use of Anti-Magic Shell countered the Lich Queen, and it was a race to find her phylactery.</p><p> - The actual finish of the game was slightly anti-climatic (since they were so powerful that a CR 22 Dragon was dispatched in 2 rounds), but at the same time they had the satisfaction of bringing up a character all the way from 1-20.</p></blockquote><p></p>
[QUOTE="Thorin Stoutfoot, post: 1997545, member: 1887"] PC, you're probably much more capable of running high level monsters and NPCs than I am! Past 6th level spells, I had to look in the book for nearly every NPC spell that they could cast. Temple: - village of hommlet was really a lot of fun. A lot of great roleplaying, and very very dangerous encounters. 10/10 NB: This adventure is really designed for a large sized party (at least 6 pcs, if not 8) - the temple itself was still fun in the upper two levels, but the lower two levels aren't as interesting because the 3E levelling speed meant that the PCs outstripped the power of the monsters and starting cutting through the monsters like hot knife through butter. 5/10 Queen of Lies: - under the old rules the big bad was really egregious. The actual adventure itself was OK, but not super great. 5/10 Spiral of M. (dungeon adventure): - a lot of fun. especially after one of the PCs from the above got sold to the mindflayers (and he was blinded on top of that), the rest of the party got together to try to rescue him. He made it out, but ran in the wrong direction and got killed. (the party started getting really depressed about their inability to do rescues at this point). 8/10 Headless: - not bad, the final fight was a little anti-climatic, however. 7/10 Demon God's Fane: - a great adventure. Had the party more than a little paranoid at the start (especially when one of them succumbed to the evil). The final fight was exciting and the puzzles in the middle very challenging. This was really the last adventure in which I felt I challenged the PCs. (nobody died) 10/10 Prison of the Firebringer: - a lot of fun (especially with the party now high enough level to visit Faerun), but I started feeling like the challenges weren't too great for the PCs. 8/10 Maure Castle: - they had fun following in the footsteps of Mordenkainen and Bigby, and with their divination powers could actually understand what had gone before. Once again they were too overpowered for this adventure, but I actually used it as a hook for the Lich Queen's Beloved. 9/10 Lich Queen's Beloved: - Very challenging. Their first foray into Susurus resulted in half the party getting killed. The surviving members at this point decided it was time to use "Leadership" to get a cleric cohort. :) - After that, a brilliant use of Anti-Magic Shell countered the Lich Queen, and it was a race to find her phylactery. - The actual finish of the game was slightly anti-climatic (since they were so powerful that a CR 22 Dragon was dispatched in 2 rounds), but at the same time they had the satisfaction of bringing up a character all the way from 1-20. [/QUOTE]
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