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Story Hour
A Tainted World (5/18/04)
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<blockquote data-quote="Kalendraf" data-source="post: 1400121" data-attributes="member: 3433"><p><strong>From Cossor to Mellorn</strong></p><p></p><p>This is another OOC post...</p><p></p><p>Several weeks ago, the party finished up the "Magic Dump" adventure, but it left too many loose ends for my taste. It seemed logical (to me at least) to build on the storyline from "Magic Dump" which would lead into a further development of the assassination plot. With this being a small town, I needed some way to integrate those assassins into the population, and I decided that their methods of killing should be unconventional as well. The result was baker/assassins and brewer/assassins using combination poisons to kill their victims. I thought it was a fairly brilliant scheme, and possibly something that hasn't shown up in a D&D adventure before. However, with so many other creative folks out there creating stuff for the game, perhaps this too has been done before.</p><p></p><p>The party finished off the assassins, though not before losing one of their own to a well-placed death attack. That assassin ability is something to be feared, especially by PCs with low fortitude saves. The dwarf cleric had one the best fortitude saves in the party, yet still managed to succomb to the attack. Fortunately, his temple was nearby, and they were willing to raise him for half the normal price.</p><p></p><p>While the rewards of running your own adventure can be great fun, the effort in creating them can be taxing. I was finding myself hard-pressed to get all of the information together in time for the next session. Between work and other activities, it's sometimes difficult to get more than a few hours a week to work on the next adventure, but I find my prep work usually requires about 2 hours of planning for 1 hour of game time. Plus, it's a drain on the creative juices as well. On several of the last Tuesdays, my printer was spitting out pages at 6:50. Then I'd drive and arrive at the 7pm game a few minutes late. Too hectic... </p><p></p><p>Thus, I was hoping to find another published adventure to use primarily to reduce my amount of prep work again. I managed to spot one in my recently received Dungeon #107 called "Mellorn Hospitality". It's written for a 7th level party, but this party is now effectively 8th level, so I made some small adjustments. However, I didn't directly follow all the scaling guidelines to the letter. Instead of making the 4 large spiders into phase spiders (IMHO, a very difficult encounter), I replaced them with one gargantuan one, and instead of swapping out the ancient owlbear for the other option, I decided it was just too cool to drop, so I kept it but applied less strength and hit point damage to it from its previous spider encounter. Theraf's nightmare sequence was foiled by the monk's 50 foot movement (allowing him to easily catch up and grapple him), so it appears that faster movement was likely not playtested very well for that part of the module.</p><p></p><p>As a bonus, this adventure features an opportunity to buy fairly expensive items, which is something the party has been hoping to do for a while. Most of the towns they've been in have only had a 3K gold limit or less. Kudos to the author, Russel Brown, for providing a nifty opportunity like this.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1400121, member: 3433"] [b]From Cossor to Mellorn[/b] This is another OOC post... Several weeks ago, the party finished up the "Magic Dump" adventure, but it left too many loose ends for my taste. It seemed logical (to me at least) to build on the storyline from "Magic Dump" which would lead into a further development of the assassination plot. With this being a small town, I needed some way to integrate those assassins into the population, and I decided that their methods of killing should be unconventional as well. The result was baker/assassins and brewer/assassins using combination poisons to kill their victims. I thought it was a fairly brilliant scheme, and possibly something that hasn't shown up in a D&D adventure before. However, with so many other creative folks out there creating stuff for the game, perhaps this too has been done before. The party finished off the assassins, though not before losing one of their own to a well-placed death attack. That assassin ability is something to be feared, especially by PCs with low fortitude saves. The dwarf cleric had one the best fortitude saves in the party, yet still managed to succomb to the attack. Fortunately, his temple was nearby, and they were willing to raise him for half the normal price. While the rewards of running your own adventure can be great fun, the effort in creating them can be taxing. I was finding myself hard-pressed to get all of the information together in time for the next session. Between work and other activities, it's sometimes difficult to get more than a few hours a week to work on the next adventure, but I find my prep work usually requires about 2 hours of planning for 1 hour of game time. Plus, it's a drain on the creative juices as well. On several of the last Tuesdays, my printer was spitting out pages at 6:50. Then I'd drive and arrive at the 7pm game a few minutes late. Too hectic... Thus, I was hoping to find another published adventure to use primarily to reduce my amount of prep work again. I managed to spot one in my recently received Dungeon #107 called "Mellorn Hospitality". It's written for a 7th level party, but this party is now effectively 8th level, so I made some small adjustments. However, I didn't directly follow all the scaling guidelines to the letter. Instead of making the 4 large spiders into phase spiders (IMHO, a very difficult encounter), I replaced them with one gargantuan one, and instead of swapping out the ancient owlbear for the other option, I decided it was just too cool to drop, so I kept it but applied less strength and hit point damage to it from its previous spider encounter. Theraf's nightmare sequence was foiled by the monk's 50 foot movement (allowing him to easily catch up and grapple him), so it appears that faster movement was likely not playtested very well for that part of the module. As a bonus, this adventure features an opportunity to buy fairly expensive items, which is something the party has been hoping to do for a while. Most of the towns they've been in have only had a 3K gold limit or less. Kudos to the author, Russel Brown, for providing a nifty opportunity like this. [/QUOTE]
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